Exemple #1
0
        public GameConsole(Game game)
            : base(game)
        {
            // TODO: Construct any child components here
            this.fontName = "Arial";
            this.gameConsoleText = new List<string>();
            this.gameConsoleText.Add("Console Initalized");
            content = new ContentManager(game.Services);
            this.maxLines = 20;
            this.debugText = "Console default \n         debug text";
            this.ToggleConsoleKey = Keys.OemTilde;

            this.gameConsoleState = GameConsoleState.Closed;


            input = (InputHandler)game.Services.GetService(typeof(IInputHandler));

            //Make sure input service exsists
            if (input == null)
            {
                throw new Exception("GameConsole Depends on Input service please add input service before you add GameConsole.");
            }

            game.Services.AddService(typeof(IGameConsole), this);
        }
Exemple #2
0
        public Lanko_And_Glub() : base()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferWidth = 1380;
            graphics.PreferredBackBufferHeight = 720;

            utility = new Util(this);
            this.Components.Add(utility);
          
            input = new InputHandler(this);
            this.Components.Add(input);

            console = new GameConsole(this);
            this.Components.Add(console);

            lanko = new MonoGameLanko(this);
            this.Components.Add(lanko);

            itemMan = new MonogameItemManager(this);
            this.Components.Add(itemMan);

            gameRoundMan = new MonogameRoundManager(this);
            this.Components.Add(gameRoundMan);
        }
Exemple #3
0
        public InputController(Game game)
        {
            input = (InputHandler)game.Services.GetService<IInputHandler>();

            if (input == null)
            {
                throw new Exception("Controller has no input. Add Input Handler as a service first");
            }
        }
Exemple #4
0
        public bool WasButtonPressed(int playerIndex, InputHandler.ButtonType button)
        {

            int pi = playerIndex;
            switch (button)
            {
                case InputHandler.ButtonType.A:
                    {
                        return (gamePadsState[pi].Buttons.A == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.A == ButtonState.Released);
                    }
                case InputHandler.ButtonType.B:
                    {
                        return (gamePadsState[pi].Buttons.B == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.B == ButtonState.Released);
                    }
                case InputHandler.ButtonType.Back:
                    {
                        return (gamePadsState[pi].Buttons.Back == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.Back == ButtonState.Released);
                    }
                case InputHandler.ButtonType.LeftShoulder:
                    {
                        return (gamePadsState[pi].Buttons.LeftShoulder == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.LeftShoulder == ButtonState.Released);
                    }
                case InputHandler.ButtonType.LeftStick:
                    {
                        return (gamePadsState[pi].Buttons.LeftStick == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.LeftStick == ButtonState.Released);
                    }
                case InputHandler.ButtonType.RightShoulder:
                    {
                        return (gamePadsState[pi].Buttons.RightShoulder == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.RightShoulder == ButtonState.Released);
                    }
                case InputHandler.ButtonType.RightStick:
                    {
                        return (gamePadsState[pi].Buttons.RightStick == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.RightStick == ButtonState.Released);
                    }
                case InputHandler.ButtonType.Start:
                    {
                        return (gamePadsState[pi].Buttons.Start == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.Start == ButtonState.Released);
                    }
                case InputHandler.ButtonType.X:
                    {
                        return (gamePadsState[pi].Buttons.X == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.X == ButtonState.Released);
                    }
                case InputHandler.ButtonType.Y:
                    {
                        return (gamePadsState[pi].Buttons.Y == ButtonState.Pressed &&
                            prevGamePadsState[pi].Buttons.Y == ButtonState.Released);
                    }
                default:
                    throw (new ArgumentException());
            }
        }