Esempio n. 1
0
        private void move(InputHandlerComponent input)
        {
            int x = 0;
            int y = 0;

            //Get the y variable of the displacement
            if (input.getButton(ButtonType.up, false))
            {
                y = -1;
            }
            else if (input.getButton(ButtonType.down, false))
            {
                y = 1;
            }

            //Get the x variable of the displacement
            if (input.getButton(ButtonType.left, false))
            {
                x = -1;
            }
            else if (input.getButton(ButtonType.right, false))
            {
                x = 1;
            }

            //Create the displacement variable using the x and y values
            Vector2 displacement = new Vector2(x, y);

            //Modify the character vector by adding it to the displacement
            vector += displacement;
        }
Esempio n. 2
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 public void movement(InputHandlerComponent i)
 {
     if (i.getButton("Down", false) && index < slides.Count - 1 && counter > interval)
     {
         slides[index].State = OptionState.standard;
         index++;
         slides[index].State = OptionState.highlighted;
         counter             = 0;
         return;
     }
     else if (i.getButton("Down", false) && (index == slides.Count - 1) && (counter > interval))
     {
         slides[index].State = OptionState.standard;
         index++;
         option.State = OptionState.highlighted;
         counter      = 0;
         return;
     }
     else if (i.getButton("Up", false) && (index == slides.Count) && (counter > interval))
     {
         option.State = OptionState.standard;
         index--;
         slides[index].State = OptionState.highlighted;
         counter             = 0;
         return;
     }
     else if (i.getButton("Up", false) && index > 0 && counter > interval)
     {
         slides[index].State = OptionState.standard;
         index--;
         slides[index].State = OptionState.highlighted;
         counter             = 0;
         return;
     }
 }
        public void movement(InputHandlerComponent i)
        {
            if (i.getButton("Down", false) && index < options.Count - 1 && counter > interval)
            {
                //If the index has progressed past the number of options displayed, progress the list
                if (index + 1 >= bottom)
                {
                    top++;
                    bottom++;
                }

                options[index].State   = OptionState.standard;
                options[++index].State = OptionState.highlighted;

                counter = 0;
                return;
            }
            else if (i.getButton("Up", false) && index > 0 && counter > interval)
            {
                if (index <= top)
                {
                    top--;
                    bottom--;
                }

                options[index].State   = OptionState.standard;
                options[--index].State = OptionState.highlighted;

                counter = 0;
                return;
            }
        }
        public override void movement(InputHandlerComponent input)
        {
            if (input.getButton(ButtonType.b, true))
            {
                PlayPause(this, new EventArgs());
            }

            if (input.getButton(ButtonType.left, true))
            {
                GetPrevious(this, new EventArgs());
            }

            if (input.getButton(ButtonType.right, true))
            {
                GetNext(this, new EventArgs());
            }

            if (input.getButton(ButtonType.up, true))
            {
                MediaPlayer.Volume += 0.1f;
            }

            if (input.getButton(ButtonType.down, true))
            {
                MediaPlayer.Volume -= 0.1f;
            }

            base.movement(input);
        }
Esempio n. 5
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        public override void movement(InputHandlerComponent input)
        {
            if (input.getButton(ButtonType.down, false) && (Position != options.Count) && (Counter > 10) && (CurrentSong != playlist.Count - 1))
            {
                options[Position].Highlight = false;

                if (Position == ItemNumber - 1)
                {
                    CurrentSong++;
                    getItemsDown();
                    Position = 0;
                }
                else
                {
                    if (options[Position + 1] != null)
                    {
                        CurrentSong++;
                        Position++;
                    }
                    else
                    {
                        return;
                    }
                }

                options[Position].Highlight = true;
                Counter = 0;
                return;
            }
            else if (input.getButton(ButtonType.up, false) && (CurrentSong != 0) && (Counter > 10))
            {
                options[Position].Highlight = false;

                if (Position == 0)
                {
                    if (CurrentSong != 0)
                    {
                        CurrentSong--;
                        getItemsUp();
                        Position = ItemNumber - 1;
                    }
                }
                else
                {
                    if (options[Position - 1] != null)
                    {
                        CurrentSong--;
                        Position--;
                    }
                    else
                    {
                        return;
                    }
                }

                options[Position].Highlight = true;
                Counter = 0;
                return;
            }
        }
        public /*override*/ void movement(InputHandlerComponent i)
        {
            if (i.getButton("Left", true) && !left.selected && !right.selected && level > 1)
            {
                level--;
                left.selected = true;
            }

            if (i.getButton("Right", true) && !left.selected && !right.selected && level < levelMax)
            {
                level++;
                right.selected = true;
            }
        }
 public void select(InputHandlerComponent i)
 {
     if (i.getButton("Select", true))
     {
         Selected(this, new EventArgs());
     }
 }
Esempio n. 8
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 public static void back(InputHandlerComponent i, SystemType system, Stack <string> stack)
 {
     if (i.getButton("Back", true) && system != null)
     {
         stack.Pop();
     }
 }
Esempio n. 9
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        /// <summary>
        /// The main game update loop.
        /// </summary>
        void playingGame()
        {
            //If the game has been started, run the normal loop
            if (started)
            {
                //Update the level
                level.update(input, score);

                //Play a squeak at a random interval
                randomSqueak();

                //If the pause button is pressed, call the menu pause method
                menus.pause();
            }
            //Else run the start message update loop
            else
            {
                //If the start button is pressed, start the game
                if (input.getButton("Play/Pause", true))
                {
                    started = true;

                    if (!initialized)
                    {
                        resetLevel();
                    }
                }
            }
        }
Esempio n. 10
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        public override void update(GameTime gameTime, InputHandlerComponent input, Vector2 moveVector)
        {
            vector = moveVector;

            if (input.getButton(ButtonType.b, true))
            {
                reload();
            }

            if (input.getButton(ButtonType.a, true))
            {
                shoot(gameTime);
            }

            bullet.update(gameTime, vector);
        }
Esempio n. 11
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 public void scroll(InputHandlerComponent i)
 {
     if (i.getButton("Left", true) && leftState != "None")
     {
         if (leftState != "None")
         {
             Scroll(this, new DirectionArgs(Direction.left));
         }
     }
     else if (i.getButton("Right", true) && rightState != "None")
     {
         if (rightState != "None")
         {
             Scroll(this, new DirectionArgs(Direction.right));
         }
     }
 }
Esempio n. 12
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        public void update(GameTime gameTime, InputHandlerComponent input, Vector2 moveVector)
        {
            currentWeapon.update(gameTime, input, moveVector);

            if (input.getButton(ButtonType.back, true))
            {
                swap(moveVector);
            }
        }
Esempio n. 13
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        public override void update(GameTime gameTime, InputHandlerComponent input, Vector2 moveVector)
        {
            vector = moveVector;

            bullet.update(gameTime, moveVector);

            if (input.getButton(ButtonType.b, true))
            {
                reload();
            }

            if (input.getButton(ButtonType.a, false))
            {
                shoot(gameTime);
            }
            else if (input.getReleased(ButtonType.a, true))
            {
                bullet.deactivate();
            }
        }
Esempio n. 14
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        public override void select(InputHandlerComponent i, ref string state)
        {
            if (i.getButton("Select", true))
            {
                if (Selected != null)
                {
                    Text = "Press any key";

                    Selected(this, new EventArgs());
                }
            }
        }
Esempio n. 15
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        public virtual void select(InputHandlerComponent i, ref string state)
        {
            if (i.getButton("Select", true))
            {
                if (Selected != null)
                {
                    Selected(this, new EventArgs());
                }

                state = menuLink;
            }
        }
Esempio n. 16
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        /// <summary>
        /// Checks to see if the user has pressed the back button, and if so, raises the Back event and resets the menu data.
        /// </summary>
        /// <param name="i">The game's menu input handler.</param>
        public virtual void back(InputHandlerComponent i)
        {
            if (i.getButton("Back", true))
            {
                if (Back != null)
                {
                    Back(this, new EventArgs());
                }

                reset();
            }
        }
Esempio n. 17
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        public void update(InputHandlerComponent i)
        {
            arrows.update(i);

            if (i.getButton("Select", true))
            {
                if (Selected != null)
                {
                    Selected(this, new EventArgs());
                }
            }
        }
Esempio n. 18
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        public void movement(InputHandlerComponent i)
        {
            if (i.getButton("Left", false) && number > minimum)
            {
                number--;

                if (slider != null)
                {
                    slider.move(number, maximum);
                }
            }

            if (i.getButton("Right", false) && number < maximum)
            {
                number++;

                if (slider != null)
                {
                    slider.move(number, maximum);
                }
            }
        }
Esempio n. 19
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        /// <summary>
        /// Turns the snake based on the input from the user.
        /// </summary>
        /// <param name="i">The game's input handler</param>
        private void turn(InputHandlerComponent i)
        {
            //The new orientation of the snake
            OrientationType newOrientation = head.Orientation;

            //Get the new orientation based on the input
            if (i.getButton("Right", true) && head.Orientation != OrientationType.left)
            {
                newOrientation = OrientationType.right;
            }
            else if (i.getButton("Up", true) && head.Orientation != OrientationType.down)
            {
                newOrientation = OrientationType.up;
            }
            else if (i.getButton("Down", true) && head.Orientation != OrientationType.up)
            {
                newOrientation = OrientationType.down;
            }
            else if (i.getButton("Left", true) && head.Orientation != OrientationType.right)
            {
                newOrientation = OrientationType.left;
            }

            //If there has been a change in the orientation, add a curve and change the snake
            if (newOrientation != head.Orientation)
            {
                CurveType curve = new CurveType();
                curve.deepCopy(temp);

                curve.Vector      = head.Vector;
                curve.Orientation = newOrientation;
                curve.Rotation    = MovementFunctions.calculateCurveRotation(head.Orientation, newOrientation);
                curves.Add(curve.Vector, curve);

                head.Orientation = newOrientation;

                canTurn = false;
            }
        }
Esempio n. 20
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        public void update(InputHandlerComponent i)
        {
            ArrowDirection direction = ArrowDirection.left;

            foreach (ArrowType arrow in arrows.Values)
            {
                arrow.update();
            }

            if (i.getButton("Left", true))
            {
                direction = ArrowDirection.left;
            }
            else if (i.getButton("Right", true))
            {
                direction = ArrowDirection.right;
            }
            else if (i.getButton("Up", true))
            {
                direction = ArrowDirection.up;
            }
            else if (i.getButton("Down", true))
            {
                direction = ArrowDirection.down;
            }
            else
            {
                return;
            }

            try
            {
                getArrow(direction).press();
            }
            catch
            {
            }
        }
Esempio n. 21
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        /// <summary>
        /// This function sets the menu component to display the paused menu.  This can be hooked into the main game
        /// in order to pause it and access any menus attached to the pause menu.
        /// </summary>
        /// <returns>Returns a bool value indicating whether the menus have been paused</returns>
        public bool pause()
        {
            if (input.getButton("Back", true))
            {
                transitionManager.runTransition(TransitionState.intro, "Paused", getMenu("Paused").Queue);
                gameStack.Push("Paused");

                if (Pause != null)
                {
                    Pause(this, new EventArgs());
                }

                return(true);
            }
            else
            {
                return(false);
            }
        }
Esempio n. 22
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        //This region contains code for the Update and Draw methods for playing the game.
        #region Playing Game Data
        void playingGame(GameTime gameTime)
        {
            setPreview();

            if (setNormalbool)
            {
                setNormal();
            }

            if (dropCounter == dropTime)
            {
                setCoordinates();
                blockDrop();
                dropCounter = 0;
            }

            if (dropCounter > dropTime)
            {
                dropCounter = 0;
            }

            if (input.getButton(ButtonType.a, true) && rotation)
            {
                setCoordinates();
                blockRotation();

                if (playSound)
                {
                    bloop.Play();
                }
            }

            if (input.getButton(ButtonType.down, false) && accelCounter == 5)
            {
                setCoordinates();
                accelDrop();
                accelCounter = 0;
            }

            if (accelCounter > 5)
            {
                accelCounter = 0;
            }

            if (movementCounter == sensitivity)
            {
                setCoordinates();
                blockMovement();
                movementCounter = 0;
            }

            setCoordinates();

            setNormalbool = false;

            rotation = true;

            update(gameTime);

            if (input.getButton(ButtonType.back, true))
            {
                enableMenus(true);
                menus.Current = "Paused";
                rotation      = false;
            }
        }
        public override void movement(InputHandlerComponent input)
        {
            if (!activeSubMenu)
            {
                if (input.getButton(ButtonType.down, false) && (Position != options.Count) && (Counter > 10) &&
                    MediaLibraryFunctions.canMoveDown(State, mediaLibrary, index))
                {
                    options[Position].Highlight = false;

                    if (Position == itemNumber - 1)
                    {
                        index++;
                        getItemsDown();
                        Position = 0;
                    }
                    else
                    {
                        if (options[Position + 1] != null)
                        {
                            index++;
                            Position++;
                        }
                        else
                        {
                            return;
                        }
                    }

                    options[Position].Highlight = true;
                    Counter = 0;
                    return;
                }
                else if (input.getButton(ButtonType.up, false) && (index != 0) && (Counter > 10))
                {
                    options[Position].Highlight = false;

                    if (Position == 0)
                    {
                        if (index != 0)
                        {
                            index--;
                            getItemsUp();
                            Position = itemNumber - 1;
                        }
                    }
                    else
                    {
                        if (options[Position - 1] != null)
                        {
                            index--;
                            Position--;
                        }
                        else
                        {
                            return;
                        }
                    }

                    options[Position].Highlight = true;
                    Counter = 0;
                    return;
                }
            }
            else
            {
                subMenu.movement(input);
            }
        }