Exemple #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="e"></param>
        public void InjectKeyUp(SharpInputSystem.KeyEventArgs e)
        {
            // keep track of the player's intended direction
            if (e.Key == SharpInputSystem.KeyCode.Key_W && this.keyDirection.z == -1)
            {
                this.keyDirection.z = 0;
            }
            else if (e.Key == SharpInputSystem.KeyCode.Key_A && this.keyDirection.x == -1)
            {
                this.keyDirection.x = 0;
            }
            else if (e.Key == SharpInputSystem.KeyCode.Key_S && this.keyDirection.z == 1)
            {
                this.keyDirection.z = 0;
            }
            else if (e.Key == SharpInputSystem.KeyCode.Key_D && this.keyDirection.x == 1)
            {
                this.keyDirection.x = 0;
            }

            if (this.keyDirection.IsZeroLength && this.baseAnimID == AnimationID.RunBase)
            {
                // start running if not already moving and the player wants to move
                SetBaseAnimation(AnimationID.IdleBase, true);
                if (this.topAnimID == AnimationID.RunTop)
                {
                    SetTopAnimation(AnimationID.IdleTop, true);
                }
            }
        }
Exemple #2
0
 /// <summary>
 /// key pressed selection event to have the ability to keep the current selection, sets the MouseSelector.KeepPreviousSelection
 /// if the right or left control key is pressed
 /// </summary>
 /// <param name="evt">KeyEventArgs</param>
 /// <returns>bool</returns>
 public override bool KeyReleased(SharpInputSystem.KeyEventArgs evt)
 {
     if (this.initialized)
     {
         this._MouseSelector.KeepPreviousSelection = false;
     }
     return base.KeyReleased(evt);
 }
Exemple #3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="evt"></param>
        /// <returns></returns>
        public override bool KeyReleased(SharpInputSystem.KeyEventArgs evt)
        {
            if (!TrayManager.IsDialogVisible)
            {
                this.chara.InjectKeyUp(evt);
            }

            return(base.KeyReleased(evt));
        }
Exemple #4
0
 public bool KeyReleased(SharpInputSystem.KeyEventArgs e)
 {
     log.Info(String.Format("KeyReleased : {0} {1}", e.Key, e.Text));
     if (e.Key == KeyCode.Key_ESCAPE || e.Key == KeyCode.Key_Q)
     {
         this.appRunning = false;
     }
     return(true);
 }
Exemple #5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="evt"></param>
        /// <returns></returns>
        public override bool KeyPressed(SharpInputSystem.KeyEventArgs evt)
        {
            // relay input events to character controller
            if (!TrayManager.IsDialogVisible)
            {
                this.chara.InjectKeyDown(evt);
            }

            return(base.KeyPressed(evt));
        }
Exemple #6
0
 /// <summary>
 /// key pressed selection event to have the ability to keep the current selection, sets the MouseSelector.KeepPreviousSelection
 /// if the right or left control key is pressed
 /// </summary>
 /// <param name="evt">KeyEventArgs</param>
 /// <returns>bool</returns>
 public override bool KeyPressed(SharpInputSystem.KeyEventArgs evt)
 {
     if (this.initialized)
     {
         if (evt.Key == SharpInputSystem.KeyCode.Key_LCONTROL || evt.Key == SharpInputSystem.KeyCode.Key_RCONTROL)
         {
             this._MouseSelector.KeepPreviousSelection = true;
         }
     }
     return base.KeyPressed(evt);
 }
Exemple #7
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="e"></param>
        public void InjectKeyDown(SharpInputSystem.KeyEventArgs e)
        {
            if (e.Key == SharpInputSystem.KeyCode.Key_Q &&
                (this.topAnimID == AnimationID.IdleTop || this.topAnimID == AnimationID.RunTop))
            {
                // take swords out (or put them back, since it's the same animation but reversed)
                SetTopAnimation(AnimationID.DrawSword, true);
                this.timer = 0;
            }
            else if (e.Key == SharpInputSystem.KeyCode.Key_E && !this.swordsDrawn)
            {
                if (this.topAnimID == AnimationID.IdleTop || this.topAnimID == AnimationID.RunTop)
                {
                    // start dancing
                    SetBaseAnimation(AnimationID.Dance, true);
                    SetTopAnimation(AnimationID.None);
                    // disable hand animation because the dance controls hands
                    this.anims[(int)AnimationID.HandsRelaxed].IsEnabled = false;
                }
                else if (this.baseAnimID == AnimationID.Dance)
                {
                    // stop dancing
                    SetBaseAnimation(AnimationID.IdleBase, true);
                    SetTopAnimation(AnimationID.IdleTop);
                    // re-enable hand animation
                    this.anims[(int)AnimationID.HandsRelaxed].IsEnabled = true;
                }
            }
            // keep track of the player's intended direction
            else if (e.Key == SharpInputSystem.KeyCode.Key_W)
            {
                this.keyDirection.z = -1;
            }
            else if (e.Key == SharpInputSystem.KeyCode.Key_A)
            {
                this.keyDirection.x = -1;
            }
            else if (e.Key == SharpInputSystem.KeyCode.Key_S)
            {
                this.keyDirection.z = 1;
            }
            else if (e.Key == SharpInputSystem.KeyCode.Key_D)
            {
                this.keyDirection.x = 1;
            }

            else if (e.Key == SharpInputSystem.KeyCode.Key_SPACE &&
                     (this.topAnimID == AnimationID.IdleTop || this.topAnimID == AnimationID.RunTop))
            {
                // jump if on ground
                SetBaseAnimation(AnimationID.JumpStart, true);
                SetTopAnimation(AnimationID.None);
                this.timer = 0;
            }

            if (!this.keyDirection.IsZeroLength && this.baseAnimID == AnimationID.IdleBase)
            {
                // start running if not already moving and the player wants to move
                SetBaseAnimation(AnimationID.RunBase, true);
                if (this.topAnimID == AnimationID.IdleTop)
                {
                    SetTopAnimation(AnimationID.RunTop, true);
                }
            }
        }
Exemple #8
0
 public bool KeyPressed(SharpInputSystem.KeyEventArgs e)
 {
     log.Info(String.Format("KeyPressed : {0} {1}", e.Key, e.Text));
     return(true);
 }