Esempio n. 1
0
        public override void Update(GameTime gameTime)
        {
            _previousScroll = _currentScroll;
            _currentScroll  = GameMouse.ScrollWheelValue;

            var speed = 0.15f;

            if (_previousScroll < _currentScroll)
            {
                _scale *= 1f + speed;
            }
            else if (_previousScroll > _currentScroll)
            {
                _scale *= 1f - speed;
            }

            if (GameKeyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Up))
            {
                _scale *= 1.05f;
            }
            else if (GameKeyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Down))
            {
                _scale *= 0.95f;
            }

            _scale = MathHelper.Clamp(_scale, 1f, 10f);

            _transform = Matrix.CreateTranslation(0, 0, 0) * //new Vector3((_gameModel.ScreenWidth / 2), (_gameModel.ScreenHeight / 2), 0)) *
                         Matrix.CreateScale(_scale);
        }
Esempio n. 2
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        public override void Update(GameTime gameTime)
        {
            if (GetInformation != null)
            {
                Information = GetInformation();
            }

            if (GetRectangle != null)
            {
                Rectangle = GetRectangle();
            }

            if (GameMouse.Intersects(Rectangle))
            {
                OnHover?.Invoke();
                IsHover = true;

                if (GameMouse.IsLeftClicked)
                {
                    OnSelected?.Invoke();
                    IsSelected = true;
                }
            }
            else
            {
                OffHover.Invoke();
                IsHover = false;

                if (GameMouse.IsLeftClicked && !GameKeyboard.IsKeyDown(Keys.LeftShift))
                {
                    OffSelected?.Invoke();
                    IsSelected = false;
                }
            }
        }
Esempio n. 3
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        public void Follow(Vector2 followPosition)
        {
            var newPosition = followPosition;

            //newPosition.X = CheckNSet(newPosition.X, MinX);
            //newPosition.Y = CheckNSet(newPosition.Y, MinY);
            //newPosition.X = CheckNSet(newPosition.X, MaxX);
            //newPosition.Y = CheckNSet(newPosition.Y, MaxY);

            if (GameKeyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right))
            {
                Scale += 0.01f;
            }
            else if (GameKeyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left))
            {
                Scale -= 0.01f;
            }

            //Scale = 1.57f;// Math.Clamp(Scale, 0.5f, 2.0f);

            Position = newPosition;// Vector2.Lerp(Position, newPosition, 0.05f);
            //Transform = Matrix.CreateTranslation(Position.X, Position.Y, 0);v
            var x = -Position.X + (ZonerGame.ScreenWidth / 2);
            var y = -Position.Y + (ZonerGame.ScreenHeight / 2);

            if (MaxX.HasValue && x > MaxX.Value)
            {
                x = MaxX.Value;
            }

            if (MinX.HasValue && x < MinX.Value)
            {
                x = MinX.Value;
            }

            if (StaticX.HasValue)
            {
                x = StaticX.Value;
            }

            if (MaxY.HasValue && y > MaxY.Value)
            {
                y = MaxY.Value;
            }

            if (MinY.HasValue && y < MinY.Value)
            {
                y = MinY.Value;
            }

            if (StaticY.HasValue)
            {
                y = StaticY.Value;
            }

            Transform = Matrix.CreateTranslation(x, y, 0) *
                        Matrix.CreateScale(Scale, Scale, 1);
        }
Esempio n. 4
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            GameMouse.Update();
            GameKeyboard.Update();

            _state.Update(gameTime);

            base.Update(gameTime);
        }
Esempio n. 5
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            GameMouse.Update(gameTime);
            GameKeyboard.Update(gameTime);

            _homeStateGUI.Update(gameTime);

            base.Update(gameTime);
        }
Esempio n. 6
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            GameMouse.Update();
            GameKeyboard.Update();

            _battleGUI.Update(gameTime, new System.Collections.Generic.List <Lib.Models.UnitModel>());

            base.Update(gameTime);
        }
Esempio n. 7
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     Content.RootDirectory = "GameJamTestContent";
     MediaPlayer.Volume    = 0.5f;
     //MediaPlayer.Volume = 0;
     base.Initialize();
     GameServices.AddService <GraphicsDevice>(GraphicsDevice);
     GameServices.AddService <ContentManager>(Content);
     keyboard = new GameKeyboard();
 }
Esempio n. 8
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            GameKeyboard.Update(gameTime);
            GameMouse.Update(gameTime);

            if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.G))
            {
                Settings.ShowCollidingBoxes = !Settings.ShowCollidingBoxes;
            }
        }
Esempio n. 9
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            IsMouseVisible = true;

            Random       = new Random();
            GameMouse    = new GameMouse();
            GameKeyboard = new GameKeyboard();

            ScreenWidth  = _graphics.PreferredBackBufferWidth;
            ScreenHeight = _graphics.PreferredBackBufferHeight;

            base.Initialize();
        }
Esempio n. 10
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        /// <summary>
        /// What happens when wandering around the area
        /// </summary>
        /// <param name="gameTime"></param>
        private void PlayerStateUpdate(GameTime gameTime)
        {
            if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.G))
            {
                _showGrid = !_showGrid;
            }

            _player.Update(gameTime);

            _currentArea.Update(gameTime);

            switch (_player.CollisionResult)
            {
            case Map.CollisionResults.OffRight:
                LoadArea(_currentArea.RightArea);
                _player.X = -_player.CurrentRectangle.Width;
                break;

            case Map.CollisionResults.OffLeft:
                LoadArea(_currentArea.LeftArea);
                _player.X = _gameModel.ScreenWidth;
                break;

            case Map.CollisionResults.OffTop:
                LoadArea(_currentArea.TopArea);
                _player.Y = -_player.CurrentRectangle.Height;
                break;

            case Map.CollisionResults.OffBottom:
                LoadArea(_currentArea.BottomArea);
                _player.Y = _gameModel.ScreenHeight;
                break;

            case Map.CollisionResults.Battle:
                _nextState   = States.Battle;
                _battleState = new BattleState(_gameModel, _players);
                _battleState.LoadContent();
                break;

            default:
                break;
            }
        }
Esempio n. 11
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        public void Update()
        {
            if (GameKeyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right))
            {
                Position.X--;
            }
            else if (GameKeyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left))
            {
                Position.X++;
            }

            if (GameKeyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Up))
            {
                Position.Y++;
            }
            else if (GameKeyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Down))
            {
                Position.Y--;
            }
        }
Esempio n. 12
0
 private void SetMovementEvent(GameTime gameTime)
 {
     if (GameKeyboard.IsKeyPressed(Keys.D))
     {
         Direction = Directions.Right;
     }
     else if (GameKeyboard.IsKeyPressed(Keys.A))
     {
         Direction = Directions.Left;
     }
     else if (GameKeyboard.IsKeyPressed(Keys.W))
     {
         Direction = Directions.Up;
     }
     else if (GameKeyboard.IsKeyPressed(Keys.S))
     {
         Direction = Directions.Down;
     }
     else if (GameKeyboard.IsKeyDown(Keys.D))
     {
         _moveComponent.Velocity = new Vector2(_moveComponent.Speed, 0);
         Direction = Directions.Right;
     }
     else if (GameKeyboard.IsKeyDown(Keys.A))
     {
         _moveComponent.Velocity = new Vector2(-_moveComponent.Speed, 0);
         Direction = Directions.Left;
     }
     else if (GameKeyboard.IsKeyDown(Keys.W))
     {
         _moveComponent.Velocity = new Vector2(0, -_moveComponent.Speed);
         Direction = Directions.Up;
     }
     else if (GameKeyboard.IsKeyDown(Keys.S))
     {
         _moveComponent.Velocity = new Vector2(0, _moveComponent.Speed);
         Direction = Directions.Down;
     }
 }
Esempio n. 13
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        public void Update(GameTime gameTime)
        {
            _timer += (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (_currentText == _fullText)
            {
                if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Space))
                {
                    IsFinished = true;
                }
            }
            else
            {
                if (_timer >= 0.05f)
                {
                    _timer = 0;

                    var character = _fullText[_currentText.Length];

                    do
                    {
                        _currentText += character;

                        if (_currentText.Length < _fullText.Length)
                        {
                            character = _fullText[_currentText.Length];
                        }
                    } while (character == ' ');
                }

                if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Space))
                {
                    _currentText = _fullText;
                }
            }
        }
Esempio n. 14
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            GameMouse.Update(gameTime);
            GameKeyboard.Update(gameTime);

            switch (_currentState)
            {
            case RoamingState roamingState:

                //if (roamingState.EnterBattle)
                //{
                //  roamingState.EnterBattle = false;

                //  _transition.Start();
                //}

                //if (_transition.State == Transition.States.Middle)
                //{
                //  _currentState = new BattleState(_gameModel, _players);
                //  _currentState.LoadContent();
                //}

                break;

            //case BattleState battleState:

            //  if (battleState.BattleFinished)
            //  {
            //    if (!(_transition is FourCornersTransition))
            //      _transition = new FourCornersTransition(_gameModel);
            //    _transition.Start();
            //  }

            //  if (_transition.State == Transition.States.Middle)
            //  {
            //    _currentState = new AfterBattleState(_gameModel, _players);
            //    _currentState.LoadContent();
            //  }

            //  break;

            //case AfterBattleState afterBattleState:

            //  if (afterBattleState.Continue)
            //  {
            //    _transition.Start();
            //  }

            //  if (_transition.State == Transition.States.Middle)
            //  {
            //    _currentState = new RoamingState(_gameModel, _players);
            //    _currentState.LoadContent();
            //  }

            //  break;

            case OpeningState openingState:

                if (openingState.State == OpeningState.States.Fade)
                {
                    _transition.Start();
                }

                if (_transition.State == Transition.States.Middle)
                {
                    _currentState = new BattleState(_gameModel, _players, new List <string>()
                    {
                        "Glenda: Any reason why you're completely nude, and surrounded by vampire snakes?",
                        "Nude man: A really fun night I guess..?",
                        "Glenda: Uugh. Just kill them!",
                    });
                    _currentState.LoadContent();
                }

                break;

            default:
                //throw new Exception("Unexpected state: " + _currentState.ToString());
                break;
            }

            _transition.Update(gameTime);
            _currentState.Update(gameTime);

            base.Update(gameTime);
        }
Esempio n. 15
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 public override void Update(GameTime gameTime)
 {
     if (GameKeyboard.GetKeyUpTrigger(Keys.Escape))
     {
         OpenBackMenu();
     }
     if (start.Visible)
     {
         start.Text     = (((GameStage)stages["Stage01"]).StartTime / 60).ToString();
         start.Location = ((size - start.Size) / 2).ToPoint();
         if (((GameStage)stages["Stage01"]).StartTime == 0)
         {
             start.Visible = false;
         }
     }
     if ((runStage.MouseWin || runStage.CatWin) && !gameOver.Visible)
     {
         Dictionary <string, string> result = new Dictionary <string, string>();
         if (runStage.MouseWin && runStage.CatWin)
         {
             result["winer"] = "引き分け";
         }
         else if (runStage.MouseWin)
         {
             sounds["viruswin"].Play();
             result["winer"] = "個人情報大量漏出";
         }
         else if (runStage.CatWin)
         {
             sounds["antiviruswin"].Play();
             result["winer"] = "ウィルス全滅";
         }
         result["thedatafind"] = string.Format($"取り戻せた情報量:{runStage.AntivirusPoint}");
         result["thedatalost"] = string.Format($"盗まれた情報量:{runStage.MousePoint}");
         gameOver.ShowResult(result);
     }
     if (!backMenu.Visible && !gameOver.Visible)
     {
         base.Update(gameTime);
     }
     else
     {
         if (backMenu.Visible)
         {
             backMenu.Update(gameTime);
         }
         if (gameOver.Visible)
         {
             gameOver.Update(gameTime);
         }
     }
     if (IGGamePad.GetKeyTrigger(PlayerIndex.One, Buttons.Start) && gameOver.Visible)
     {
         Initialize();
     }
     else if (IGGamePad.GetKeyTrigger(PlayerIndex.One, Buttons.Back))
     {
         if (gameOver.Visible)
         {
             IsRun = false;
             GameRun.scenes["title"].IsRun = true;
             Initialize();
         }
         else if (!backMenu.Visible)
         {
             OpenBackMenu();
         }
     }
 }
Esempio n. 16
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 private void keyboardEvent(GameKeyboard.KeyboardEvent kbEvent, string valueOne)
 {
     switch (kbEvent)
     {
         case GameKeyboard.KeyboardEvent.KE_WORDUPDATE:
             m_wordText.text = valueOne;
             break;
     }
 }
Esempio n. 17
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        private void UpdateWakeUpText(GameTime gameTime)
        {
            _timer += (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (_currentText == _texts.First())
            {
                if (GameKeyboard.IsKeyPressed(Keys.Space))
                {
                    _textOpacity = 0;
                }

                if (_timer > 1f)
                {
                    _textOpacity -= 0.01f;

                    if (_textOpacity <= 0)
                    {
                        if (_texts.Count > 1)
                        {
                            _textOpacity = 1f;
                            _texts.RemoveAt(0);
                            _textIndex   = 0;
                            _currentText = "";
                        }
                    }
                }

                if (_textOpacity <= -1)
                {
                    _timer = 0;
                    State  = States.Flash;
                }

                return;
            }

            if (GameKeyboard.IsKeyPressed(Keys.Space))
            {
                var text = _texts.First();

                _currentText = text;
                _textIndex   = text.Length;
            }

            if (_timer >= 0.3)
            {
                _timer = 0.0f;

                var text = _texts.First();

                if (_textIndex < text.Length)
                {
                    var value = text[_textIndex];

                    _currentText += value;

                    while (value == ' ')
                    {
                        _textIndex++;

                        value = text[_textIndex];

                        _currentText += value;
                    }
                }

                _textIndex++;
            }
        }
Esempio n. 18
0
        public override void Update(GameTime gameTime)
        {
            _transition.Update(gameTime);

            if (_nextState != _currentState)
            {
                if (_transition.State == Transition.States.Waiting)
                {
                    _transition.Start();
                }

                if (_transition.State == Transition.States.FirstHalf)
                {
                    return;
                }

                // Change the state at the half-way point so it can't be seen
                if (_transition.State == Transition.States.Middle)
                {
                    _currentState = _nextState;
                }
            }

            switch (_currentState)
            {
            case States.Playing:

                if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Escape))
                {
                    _nextState = States.Paused;
                    return;
                }

                if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.M))
                {
                    _nextState = States.Map;
                    _mapState.UpdateMap(_currentArea, _player);
                    return;
                }

                if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.E))
                {
                    foreach (var entity in _currentArea.Interactables)
                    {
                        if (_player.CanInteract(entity))
                        {
                            var interactedComponent = entity.Components.GetComponent <InteractComponent>();
                            interactedComponent.OnInteract();
                        }
                    }
                }

                PlayerStateUpdate(gameTime);

                break;

            case States.Battle:

                _battleState.Update(gameTime);

                if (_battleState.BattleFinished)
                {
                    _nextState = States.AfterBattle;
                }

                break;

            case States.AfterBattle:

                _afterBattleState.Update(gameTime);

                if (_afterBattleState.Continue)
                {
                    _nextState = States.Playing;
                }

                break;

            case States.Paused:

                if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Escape))
                {
                    _nextState = States.Playing;
                    return;
                }

                _pauseState.Update(gameTime);

                break;

            case States.Map:

                if (GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Escape) ||
                    GameKeyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.M))
                {
                    _nextState = States.Playing;
                    return;
                }

                _mapState.Update(gameTime);

                break;

            default:
                throw new Exception("Unknown state: " + this._currentState.ToString());
            }
        }
    void Start()
    {
        m_target        = GameObject.Find("EnemyTarget").GetComponent<EnemyTarget>();
        m_enemyMan      = GameObject.Find("EnemyManager").GetComponent<EnemyManager>();
        m_gameKB        = GameObject.Find("GameKeyboard").GetComponent<GameKeyboard>();

        m_gameKB.lockKeyboard(false);
    }