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); }
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); }
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"); } }
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()); } }