public CharacterDialog(string title, bool disableNumbersAndSymbols, bool disableEnter) : base(Font.MediumFont, title, Lcd.Width, Lcd.Height-14) { keyBoard = new Keyboard(this.innerWindow, disableEnter,disableNumbersAndSymbols); keyBoard.OnOk += () => this.OnExit(); keyBoard.OnCancel += () => {okWithEsc = true; OnExit();}; }
public TextToSpeech(bool isQwerty) { InitializeComponent(); clearTextConfirmation = new ClearTextConfirmation(); btnCallouts.setFontSize(); btnMenu.setFontSize(); btnSpeak.setFontSize(); initControlsRecursive(this.Controls); this.MouseClick += (sender, e) => { updateCursor(); //*TODO Delete temporary code getCurrentSentence(); }; if (isQwerty) alsKeyboard = new QwertyKeyboard(); else alsKeyboard = new LargeButtonKeyboard(); Controls.Add(alsKeyboard); alsKeyboard.Location = new Point(MainMenu.GAP, MainMenu.GAP); alsKeyboard.SendToBack(); alsKeyboard.setClearConfirmation(true); }
public ScreenManager(Game game) : base(game) { menuScreen = new MenuScreen(); gameScreen = new GameScreen(); keyboard = new Keyboard(); }
static void Main(string[] args) { Organizer org = new Organizer(); Menu menu = new Menu(); Keyboard key = new Keyboard(); ConsoleComunicator communicator = new ConsoleComunicator(); Engine eng = new Engine(key, org, menu, communicator); List<Entry> entries = new List<Entry>(){ new Anniversary("Anniversary event","Does not expire event, hot when 15 are remaining or become 1 day old",DateTime.Now.AddDays(2)), new Meeting("Meeting event","Expires on the scheduled date and hour + 2 hours, hot when 1 day is remaining",DateTime.Now.AddMinutes(200)), new Memo("Memo","Just a Memo"), new ToDo("ToDo","Expires on the scheduled date&time, hot when 2 hours are remaining",DateTime.Now.AddMinutes(100)) }; foreach (Entry entry in entries) { org.Add(entry); } eng.Run(); //Entry newE = org.GetCurrent(); //if (newE.EntryType == EntryType.Anniversary) //{ // Anniversary ani = newE as Anniversary; // Console.WriteLine(ani.DateOfAnniversary); //} }
static void Main(string[] args) { Keyboard kb1 = new Keyboard("Corsair", "black", "red"); kb1.RemoveKeys(); kb1.AddKeys(new Keys("white")); Console.WriteLine(kb1.ToString()); }
public void Shutdown() { // Release the mouse. if (_Mouse != null) { _Mouse.Unacquire(); _Mouse.Dispose(); _Mouse = null; } // Release the keyboard. if (_Keyboard != null) { _Keyboard.Unacquire(); _Keyboard.Dispose(); _Keyboard = null; } // Release the main interface to direct input. if (_DirectInput != null) { _DirectInput.Dispose(); _DirectInput = null; } }
static void Main() { using (var source = new CancellationTokenSource()) { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); var form = new Form1(); var manager = new EntityManager(); var keyboard = new Keyboard(); var systems = new SystemBase[] { new EnemySpawnSystem(manager), new FieldOfPlaySystem(manager), new BulletEnemyCollisionSystem(manager), new KeyboardSystem(manager, form, keyboard), new LifetimeSystem(manager), new MovementSystem(manager), new RenderingSystem(form, manager) }; PlayerTemplate.Create(manager); form.KeyDown += (s, e) => keyboard.KeyDown(e.KeyCode); form.KeyUp += (s, e) => keyboard.KeyUp(e.KeyCode); form.FormClosing += (s, e) => source.Cancel(); form.Load += (s, e) => Run(systems, source.Token); Application.Run(form); } }
public void MessageKeyPressed(Keyboard.Key key) { foreach (Entity iEntity in entities) { iEntity.MessageKeyPressed(key); } }
public DemoGame() : base() { this.Window.Title = "Snowball Demo Game"; this.graphicsDevice = new GraphicsDevice(this.Window); this.Services.AddService(typeof(IGraphicsDevice), this.graphicsDevice); this.keyboard = new Keyboard(); this.Services.AddService(typeof(IKeyboard), this.keyboard); this.mouse = new Mouse(this.Window); this.Services.AddService(typeof(IMouse), this.mouse); this.gamePad = new GamePad(GamePadIndex.One); this.soundDevice = new SoundDevice(); this.Services.AddService(typeof(ISoundDevice), this.soundDevice); this.starfield = new Starfield(this.graphicsDevice); this.ship = new Ship(this.graphicsDevice, this.keyboard, this.gamePad); this.console = new GameConsole(this.Window, this.graphicsDevice); this.console.InputEnabled = true; this.console.InputColor = Color.Blue; this.console.InputReceived += (s, e) => { this.console.WriteLine(e.Text); }; this.console.IsVisibleChanged += (s, e) => { this.console.WriteLine("Console toggled."); }; this.contentManager = new ContentManager<DemoGameContent>(this.Services); this.RegisterContent(); }
/// <summary> /// Translates control key's SFML key code to GWEN's code. /// </summary> /// <param name="sfKey">SFML key code.</param> /// <returns>GWEN key code.</returns> private static Key TranslateKeyCode(Keyboard.Key sfKey) { switch (sfKey) { case Keyboard.Key.Back: return Key.Backspace; case Keyboard.Key.Return: return Key.Return; case Keyboard.Key.Escape: return Key.Escape; case Keyboard.Key.Tab: return Key.Tab; case Keyboard.Key.Space: return Key.Space; case Keyboard.Key.Up: return Key.Up; case Keyboard.Key.Down: return Key.Down; case Keyboard.Key.Left: return Key.Left; case Keyboard.Key.Right: return Key.Right; case Keyboard.Key.Home: return Key.Home; case Keyboard.Key.End: return Key.End; case Keyboard.Key.Delete: return Key.Delete; case Keyboard.Key.LControl: return Key.Control; case Keyboard.Key.LAlt: return Key.Alt; case Keyboard.Key.LShift: return Key.Shift; case Keyboard.Key.RControl: return Key.Control; case Keyboard.Key.RAlt: return Key.Alt; case Keyboard.Key.RShift: return Key.Shift; } return Key.Invalid; }
public override void LoadContent() { //((ScreenWidth / 2) - 400) base.LoadContent(); myNewLevelPosition = (new Vector2(((ScreenWidth / 2) - 300), 0)); //descriptionBackgroundPosition = (new Vector2 (((ScreenWidth / 2) - 100), ((ScreenHeight / 2) - 100))) ; descriptionByTherapistPosition = (new Vector2(((ScreenWidth / 2) - 100), ((ScreenHeight / 2) - 100))) ; myDescriptionPosition = (new Vector2(((ScreenWidth / 2) - 300), ((ScreenHeight / 2) - 100))); //nameBackgroundPosition = (new Vector2(((ScreenWidth / 2) - 100), ((ScreenHeight / 2) - 40))); nameOfTherapistPosition = (new Vector2(((ScreenWidth / 2) - 100), ((ScreenHeight / 2) - 40))); myNamePosition = (new Vector2(((ScreenWidth / 2) - 300), ((ScreenHeight / 2) - 40))); font = Content.Load<SpriteFont>("font"); nameOfTherapist = ""; descriptionByTherapist = ""; textBackgorund = Content.Load<Texture2D>("GUI/textBackground"); myNewLevelTitle = Content.Load<Texture2D>("GUI/newLevel"); btnCancel = MakeButton(0, 0, "GUI/cancel"); btnCreate = MakeButton(((ScreenWidth) - 120), 0, "GUI/createButton"); btnHelp = MakeButton(((ScreenWidth) - 55), ScreenHeight - 55, "HELP/helpIcon"); delDesc = MakeButton(((ScreenWidth / 2) + 301), ((ScreenHeight / 2) - 107), "Gui/miniX"); delName = MakeButton(((ScreenWidth / 2) + 301), ((ScreenHeight / 2) - 47), "Gui/miniX"); myName = Content.Load<Texture2D>("GUI/name"); clearNameButton = MakeButton(((ScreenWidth / 2) - 200), ((ScreenHeight / 2) - 40), "GUI/nothing"); myDescription = Content.Load<Texture2D>("GUI/description"); clearDescriptionButton = MakeButton(((ScreenWidth / 2) - 200), ((ScreenHeight / 2) - 100), "GUI/nothingHighlight"); keyboard = new Keyboard(((ScreenWidth / 2) - 250), ((ScreenHeight) - 240), Content); keyboard.LoadContent(); }
public Machine(byte[] appleIIe, byte[] diskIIRom) { Events = new MachineEvents(); Cpu = new Cpu(this); Memory = new Memory(this, appleIIe); Keyboard = new Keyboard(this); GamePort = new GamePort(this); Cassette = new Cassette(this); Speaker = new Speaker(this); Video = new Video(this); NoSlotClock = new NoSlotClock(this); var emptySlot = new PeripheralCard(this); Slot1 = emptySlot; Slot2 = emptySlot; Slot3 = emptySlot; Slot4 = emptySlot; Slot5 = emptySlot; Slot6 = new DiskIIController(this, diskIIRom); Slot7 = emptySlot; Slots = new List<PeripheralCard> { null, Slot1, Slot2, Slot3, Slot4, Slot5, Slot6, Slot7 }; Components = new List<MachineComponent> { Cpu, Memory, Keyboard, GamePort, Cassette, Speaker, Video, NoSlotClock, Slot1, Slot2, Slot3, Slot4, Slot5, Slot6, Slot7 }; BootDiskII = Slots.OfType<DiskIIController>().Last(); }
protected bool isKeyPressed(Keyboard.Key key) { if (Keyboard.IsKeyPressed(key)) return true; else return false; }
public static void Init(TextScreenBase textScreen, Keyboard keyboard) { if (textScreen != null) { TextScreen = textScreen; } if (keyboard == null) { mDebugger.Send("No keyboard specified!"); throw new SystemException("No keyboard specified!"); } else { Keyboard = keyboard; } mDebugger.Send("Before Core.Global.Init"); Core.Global.Init(); mDebugger.Send("Static Devices"); InitStaticDevices(); mDebugger.Send("PCI Devices"); InitPciDevices(); mDebugger.Send("Done initializing Cosmos.HAL.Global"); mDebugger.Send("ATA Primary Master"); InitAta(Ata.ControllerIdEnum.Primary, Ata.BusPositionEnum.Master); //TODO Need to change code to detect if ATA controllers are present or not. How to do this? via PCI enum? // They do show up in PCI space as well as the fixed space. // Or is it always here, and was our compiler stack corruption issue? mDebugger.Send("ATA Secondary Master"); InitAta(Ata.ControllerIdEnum.Secondary, Ata.BusPositionEnum.Master); //InitAta(BlockDevice.Ata.ControllerIdEnum.Secondary, BlockDevice.Ata.BusPositionEnum.Slave); }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); // Set our view from the "main" layout resource SetContentView(Resource.Layout.Main); mKeyboard = new Keyboard(this, Resource.Xml.keyboard2); mTargetView = (EditText)FindViewById(Resource.Id.target); mKeyboardView = (CustomKeyboardView)FindViewById(Resource.Id.keyboard_view); mKeyboardView.Keyboard = mKeyboard; mTargetView.Touch += (sender, e) => { Log.Info("onTouch", "true"); ShowKeyboardWithAnimation(); e.Handled = true; }; mKeyboardView.Key += (sender, e) => { long eventTime = JavaSystem.CurrentTimeMillis(); KeyEvent ev = new KeyEvent(eventTime, eventTime, KeyEventActions.Down, e.PrimaryCode, 0, 0, 0, 0, KeyEventFlags.SoftKeyboard | KeyEventFlags.KeepTouchMode); this.DispatchKeyEvent(ev); }; }
public void TestMethod1() { ComputerSystem mediator = new ComputerSystem(); Computer computer = new Computer(mediator); Keyboard keyboard = new Keyboard(mediator); Screen screen = new Screen(mediator); }
/// <summary> /// Uses the input string to the constructor to create a navigation sequence through the keyboard /// </summary> private void CalculateNavigationPath() { this.navigationPath = String.Empty; Position startPosition = new Position(0, 0); Position currentPosition = startPosition; Keyboard keyBoard = new Keyboard(); foreach (char a in searchCommand) { Key selectedKey = keyBoard.GetSelectedKey(a.ToString()); //Handle Space character if (selectedKey.Value == " ") { this.navigationPath += "S,"; } else { Position goToPosition = selectedKey.KeyPosition; SetKeySequence(currentPosition, goToPosition); this.navigationPath += "#,"; currentPosition = goToPosition; } } //Clean up hanging comma if (this.navigationPath.Length > 0) this.navigationPath = this.navigationPath.TrimEnd(','); }
public InputCommands(Keyboard keyboard, Mouse mouse, Touch touch, GamePad gamePad) { this.keyboard = keyboard; this.mouse = mouse; this.touch = touch; this.gamePad = gamePad; }
public override void LoadContent() { base.LoadContent(); searchQueryPosition = (new Vector2(((ScreenWidth / 2) - 275), 120)); magnifyGlassPosition = (new Vector2(((ScreenWidth / 2) - 300), 120)); listBackgroundPosition = (new Vector2( ((ScreenWidth / 2) - 300), 200)); //searchBackground = (new Vector2( ((screenWidth / 2) - 280), 200)); myLoadLevelTitlePosition = (new Vector2(((ScreenWidth / 2) - 300), 0)); //myCancelButtonPosition = (new Vector2(0, 0)); font = Content.Load<SpriteFont>("font"); searchQuery = ""; textBackgorund = Content.Load<Texture2D>("GUI/textBackground"); magnifyGlass = Content.Load<Texture2D>("GUI/magnifyGlass"); listBackground = Content.Load<Texture2D>("GUI/listBackground"); myLoadLevelTitle = Content.Load<Texture2D>("GUI/loadGameTitle"); btnHelp = MakeButton(((ScreenWidth) - 55), ScreenHeight - 55, "HELP/helpIcon"); btnCancel = MakeButton(0, 0, "GUI/cancel"); btnOpen = MakeButton(((ScreenWidth) - 120), 0, "GUI/openButton"); delSearch = MakeButton( ((ScreenWidth / 2) - 19), 113, "Gui/miniX"); goSearch = MakeButton( ((ScreenWidth / 2) + 40), 113, "Gui/go"); clearSearchButton = MakeButton( ((ScreenWidth / 2) - 275), 120, "GUI/nothing2"); keyboard = new Keyboard(((ScreenWidth / 2) - 250), ((ScreenHeight) - 240), Content); keyboard.LoadContent(); fileList = new List(levelNames.getFileNames(), 600, 15, 25, listBackgroundPosition, listBackground, font, Color.Black, Color.Yellow); // Load buttons 'n' stuff, yo! }
static void Main() { Timers timers = new Timers(); Screen screen = new Screen(); Keyboard keyboard = new Keyboard(); Sound sound = new Sound(); Chip8Emulator chip8 = new Chip8Emulator(timers, screen, keyboard, sound); Application.Run(new MainForm(chip8)); }
public WeighingController() : base(new Log("log.txt",false)) { _weighingUnit = new WeighingUnit(Logger,new Weight()); _printer = new Printer(Logger); _display = new Display(Logger); _keyboard = new Keyboard(Logger); }
public Chip8Emulator(Timers timers, Screen screen, Keyboard keyboard, Sound sound) { _cpu = new Cpu(); _memory = new Memory(); _timers = timers; _screen = screen; _keyboard = keyboard; _sound = sound; }
// Use this for initialization void Awake () { m_keyboard = GetComponentInParent<Keyboard>(); // add event listener UIButton btn = GetComponent<UIButton>(); btn.onClick.Add(new EventDelegate(onKeyDown)); }
public WarKeyController(IWarKeyView view) { this.view = view; this.model = view.GetCurrent(); this.repository = new WarKeyModelRepository(); keyboard = new Keyboard(this); }
private static RequestManager InitRequestManager(SessionManager sessionManager, IOverlay overlay) { var context = new DriverContext(); var manager = new RequestManager(sessionManager); var utils = new Utils(); var winUserWrap = new WinUserWrap(); var keyboard = new Keyboard(new KeyboardWrap(), new KeyInteropWrap(), winUserWrap); IMouse mouse = new Mouse(winUserWrap); var wireKeyboard = new WireKeyboard(keyboard); // TODO circular dependency, bad smell? IUIAutomation uiAutomation = new UIAutomation(); IElementFactory elementFactory = new ElementFactory(); ((UIAutomation)uiAutomation).SetElementFactory(elementFactory); ((ElementFactory)elementFactory).SetUIAutomation(uiAutomation); IElementSearcher elementSearcher = new ElementSearcher(uiAutomation, elementFactory); var uacHandler = new UACPromptHandler(uiAutomation, keyboard); var windowFactory = new WindowFactory(uiAutomation, keyboard, winUserWrap); var windowUtils = new WindowUtils(uiAutomation, windowFactory); manager.AddHandler(new ActiveElementHandler(uiAutomation, overlay)); manager.AddHandler(new ButtonUpHandler(mouse)); manager.AddHandler(new ButtonDownHandler(mouse)); manager.AddHandler(new ClearTextHandler(elementFactory)); manager.AddHandler(new ClickElementHandler(mouse, overlay, elementFactory)); manager.AddHandler(new ClickHandler(mouse)); manager.AddHandler(new CloseWindowHandler(windowUtils)); manager.AddHandler(new DeleteSessionHandler(sessionManager)); manager.AddHandler(new DoubleClickHandler(mouse)); manager.AddHandler(new FindElementHandler(uiAutomation, overlay, elementFactory, elementSearcher)); manager.AddHandler(new FindElementsHandler(uiAutomation, overlay, elementFactory, elementSearcher)); manager.AddHandler(new GetElementAttributeHandler(elementFactory)); manager.AddHandler(new GetElementLocationHandler(elementFactory)); manager.AddHandler(new GetElementLocationInViewHandler(elementFactory)); manager.AddHandler(new GetElementSizeHandler(elementFactory)); manager.AddHandler(new GetElementTagNameHandler()); manager.AddHandler(new GetElementTextHandler()); manager.AddHandler(new GetCurrentWindowHandler(uiAutomation)); manager.AddHandler(new GetSourceHandler(uiAutomation)); manager.AddHandler(new GetTitleHandler(uiAutomation)); manager.AddHandler(new GetWindowLocationHandler(windowFactory, windowUtils)); manager.AddHandler(new GetWindowsHandler(windowUtils)); manager.AddHandler(new GetWindowSizeHandler(windowFactory, windowUtils)); manager.AddHandler(new ImplicitWaitHandler()); manager.AddHandler(new IsElementDisplayedHandler()); manager.AddHandler(new IsElementEnabledHandler()); manager.AddHandler(new IsElementSelectedHandler()); manager.AddHandler(new MoveToHandler(mouse, overlay, elementFactory)); manager.AddHandler(new NewSessionHandler(context, sessionManager, uacHandler, utils)); manager.AddHandler(new SameElementHandler()); manager.AddHandler(new ScreenshotHandler()); manager.AddHandler(new SendKeysHandler(wireKeyboard)); manager.AddHandler(new SetElementValueHandler(wireKeyboard, elementFactory)); manager.AddHandler(new SwitchToWindowHandler(uiAutomation, windowFactory, windowUtils)); return manager; }
private static void ResetPressedKeys(Keyboard.Key[] pressedKeys) { int i = 0; foreach (Keyboard.Key key in pressedKeys) { pressedKeys[i] = Keyboard.Key.Unknown; i++; } }
public void SetKeyboard(Keyboard k) { Controls.Remove(keyboard); keyboard = k; keyboard.OnPressed += Press_Key; keyboard.HideTextBox(); Controls.Add(keyboard); frmEmailLogin_Resize(this, EventArgs.Empty); }
public static Keyboard GetInstance() { if (Instance == null) { Instance = new Keyboard(); } return Instance; }
public KeyboardEvent(KeyEventType eventType, Keyboard.VirtualKeyCodes keyData, int aKeyFlags, char aChar) { fEventType = eventType; fKeyData = keyData; fKeyFlags = aKeyFlags; fKeyChar = aChar; }
public void Build(string path, Keyboard keyboard) { if (string.IsNullOrWhiteSpace(path)) { throw new ArgumentNullException(path); } Build(GetKeyboardDefinition(path), keyboard); }
private void MainWindowPreviewKeyUp(object sender, KeyEventArgs e) { switch (e.Key) { case Key.F11: this.FullScreen(); break; case Key.Escape: this.RestoreScreen(); break; case Key.MediaPlayPause: case Key.Space: this.PlayPause(); break; case Key.Play: this.Play(); break; case Key.Pause: this.Pause(); break; case Key.VolumeMute: this.Mute(); break; case Key.VolumeDown: this.VolumeDown(); break; case Key.VolumeUp: this.VolumeUp(); break; case Key.MediaNextTrack: this.Next(); break; case Key.MediaPreviousTrack: this.Previous(); break; case Key.MediaStop: this.Stop(); break; case Key.Enter: case Key.SelectMedia: case Key.Apps: this.SelectMovie(); break; case Key.Left: if (Keyboard.IsKeyDown(Key.LeftShift) || Keyboard.IsKeyDown(Key.RightShift)) { this.Previous(); } else if (Keyboard.IsKeyDown(Key.LeftCtrl) || Keyboard.IsKeyDown(Key.RightCtrl)) { this.Rewind(); } else { this.SkipBack(); } break; case Key.Right: if (Keyboard.IsKeyDown(Key.LeftShift) || Keyboard.IsKeyDown(Key.RightShift)) { this.Next(); } else if (Keyboard.IsKeyDown(Key.LeftCtrl) || Keyboard.IsKeyDown(Key.RightCtrl)) { this.FastForward(); } else { this.Skip(); } break; default: System.Diagnostics.Debug.WriteLine(e.Key.ToString()); break; } this.ShowRoot(); }
// --------------------------------------------------------------------------------------------------------------------------------------------------------- public bool ClipboardCopy(View SourceView) { if (!SourceView.SelectedObjects.Any()) { return(false); } ClipboardTransferSourceView = SourceView; // must be before the unmarking UnmarkSelectedObjectsForCut(); General.Execute(() => Clipboard.Clear(), "Cannot access Windows Clipboard!"); ClipboardTransferSelectedObjects = SourceView.SelectedObjects.Where(vobj => vobj is VisualElement || vobj is VisualComplement).ToList(); string Data = null; var DataContainer = new DataObject(); // Copy Idea's visual representations Guids var VisRespsGuids = new StringBuilder(); try { // Copy visual Representations and individual Complements Guids and Drawings var DrawingComponents = new Dictionary <Drawing, int>(); // Temporal storage for Drawing and z-order per object Rect TotalBounds = Rect.Empty; var SelectedRepresentators = ClipboardTransferSelectedObjects.CastAs <VisualElement, VisualObject>() .Select(velem => velem.OwnerRepresentation).Distinct(); foreach (var Selection in SelectedRepresentators) { VisRespsGuids.Append(Selection.GlobalId.ToString() + '\t'); var NewDrawings = Selection.CreateIntegralGraphic(); foreach (var NewDraw in NewDrawings) { TotalBounds = Rect.Union(TotalBounds, NewDraw.Key.Bounds); DrawingComponents.Add(NewDraw.Key, NewDraw.Value); } } var SelectedComplements = ClipboardTransferSelectedObjects.CastAs <VisualComplement, VisualObject>() .Where(vcomp => vcomp.Target.IsGlobal); foreach (var Selection in SelectedComplements) { // Consider to append individual Complements? // VisRespsGuids.Append(Selection.GlobalId.ToString() + '\t'); var NewDraw = Selection.CreateDraw(false); TotalBounds = Rect.Union(TotalBounds, NewDraw.Bounds); DrawingComponents.Add(NewDraw, Selection.ZOrder); } Data = VisRespsGuids.ToString(); DataContainer.SetData(IdeaTransferFormat.Name, Data); // Draw considering z-order var DrawnObjects = new DrawingGroup(); foreach (var DrawComponent in DrawingComponents.OrderBy(cmp => cmp.Value)) { DrawnObjects.Children.Add(DrawComponent.Key); } // Set margin TotalBounds = new Rect(TotalBounds.X - View.SNAPSHOT_MARGIN, TotalBounds.Y - View.SNAPSHOT_MARGIN, TotalBounds.Width + View.SNAPSHOT_MARGIN * 2.0, TotalBounds.Height + View.SNAPSHOT_MARGIN * 2.0); // Adjust position DrawnObjects.Transform = new TranslateTransform(-TotalBounds.X, -TotalBounds.Y); DrawnObjects.Children.Insert(0, new GeometryDrawing(Brushes.White, null, new RectangleGeometry(TotalBounds))); // Render to bitmap var Result = DrawnObjects.RenderToDrawingVisual().RenderToBitmap((int)TotalBounds.Width, (int)TotalBounds.Height); DataContainer.SetImage(Result); // Copy also as text only when pressing [Alt] (which takes precedence over image when pasting in MS-Office) if (Keyboard.IsKeyDown(Key.LeftAlt) || Keyboard.IsKeyDown(Key.RightAlt)) { // Copy only Ideas synopsis (without duplicates from shortcuts or synonyms) var Ideas = ClipboardTransferSelectedObjects.CastAs <VisualElement, VisualObject>().Select(velem => velem.OwnerRepresentation.RepresentedIdea).Distinct(); var IdeasSynopsis = new StringBuilder(); foreach (var Selection in Ideas) { IdeasSynopsis.AppendLine(Selection.GetTextSynopsis()); } Data = IdeasSynopsis.ToString(); DataContainer.SetText(Data); } General.Execute(() => Clipboard.SetDataObject(DataContainer), "Cannot access Windows Clipboard!"); } catch (Exception Problem) { Console.WriteLine("Cannot Copy content and place it into clipboard. Problem: " + Problem.Message); return(false); } return(true); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } base.Update(gameTime); KeyboardState keyboardState = Keyboard.GetState(); if (State == GameState.Playing) { _inputController.ProcessControls(gameTime); } else if (State == GameState.Transition) { _fadeInTexturePosX += FADE_IN_ANIMATION_SPEED * (float)gameTime.ElapsedGameTime.TotalSeconds; } else if (State == GameState.Initial) { bool isStartKeyPressed = keyboardState.IsKeyDown(Keys.Up) || keyboardState.IsKeyDown(Keys.Space); bool wasStartKeyPressed = _previousKeyboardState.IsKeyDown(Keys.Up) || _previousKeyboardState.IsKeyDown(Keys.Space); if (isStartKeyPressed && !wasStartKeyPressed) { StartGame(); } } _entityManager.Update(gameTime); _previousKeyboardState = keyboardState; }
private void UserControl_Loaded(object pObjSender, RoutedEventArgs pObjArgs) { Focusable = true; Keyboard.Focus(this); }
protected override void OnKeyDown(KeyEventArgs e) { base.OnKeyDown(e); if (null == ViewModel) { return; } if (IsFocused) { if (Key.Delete == e.Key) { FlowChart flowChart = ViewModel.Model; flowChart.History.BeginTransaction("Destroy Selected Nodes"); { NodeGraphManager.DestroySelectedNodes(ViewModel.Model); } flowChart.History.EndTransaction(false); } else if (Key.Escape == e.Key) { FlowChart flowChart = ViewModel.Model; flowChart.History.BeginTransaction("Destroy Selected Nodes"); { NodeGraphManager.DeselectAllNodes(ViewModel.Model); } flowChart.History.EndTransaction(false); } else if (Key.A == e.Key) { if (Keyboard.IsKeyDown(Key.LeftCtrl)) { NodeGraphManager.SelectAllNodes(ViewModel.Model); } else { FitNodesToView(false); } } else if (Key.F == e.Key) { FitNodesToView(true); } else if (Key.Z == e.Key) { if (Keyboard.IsKeyDown(Key.LeftCtrl)) { History.NodeGraphHistory history = ViewModel.Model.History; history.Undo(); } } else if (Key.Y == e.Key) { if (Keyboard.IsKeyDown(Key.LeftCtrl)) { History.NodeGraphHistory history = ViewModel.Model.History; history.Redo(); } } } }
public void PointMove() { if (Keyboard.GetState().IsKeyDown(Keys.LeftControl) && Keyboard.GetState().IsKeyDown(Keys.LeftShift) && Keyboard.GetState().IsKeyDown(Keys.O) && keyStatePrevious.IsKeyUp(Keys.O)) { PointMoveType(true); } else if ((Keyboard.GetState().IsKeyDown(Keys.LeftAlt) || Keyboard.GetState().IsKeyDown(Keys.RightAlt)) && Keyboard.GetState().IsKeyDown(Keys.O) && keyStatePrevious.IsKeyUp(Keys.O)) { PointMoveType(false); } else if (Keyboard.GetState().IsKeyDown(Keys.O)) { //Point grab and move by click and drag on the right mouse button if (Mouse.GetState().RightButton == ButtonState.Pressed && !mouseHoldR && inView) { mouseHoldR = true; } if (Mouse.GetState().RightButton == ButtonState.Pressed && mouseHoldR && inView) { mouseDrag = new Vector2(mouseSpace.X, mouseSpace.Y); frame[fNum].Origin = new Vector2(mouseSpace.X, mouseSpace.Y); } if (Mouse.GetState().RightButton == ButtonState.Released && mouseHoldR && inView) { mouseHoldR = false; } } }
protected override void Update(GameTime gameTime) { //Checks to see if it is the Active window. isActive = this.IsActive; //Checks to see if the mouse is over the window inView = (Mouse.GetState().X <= GraphicsDevice.Viewport.Width && Mouse.GetState().Y <= GraphicsDevice.Viewport.Height && Mouse.GetState().X >= 0 && Mouse.GetState().Y >= 0); //Gets hitbox and if zero it skips tryting to get info on them. pNum = fNum; if (frame[fNum].hitbox.Count > 0) { frame[fNum].HasHitbox = true; } else { frame[fNum].HasHitbox = false; } //Get mouse info mouseSpace = PointerPosition(new Vector2(Mouse.GetState().X, Mouse.GetState().Y)); imageCoord = new Vector2(mouseSpace.X, mouseSpace.Y) - frame[fNum].Offset; mouseCursor = new Rectangle((int)mouseSpace.X - 4, (int)mouseSpace.Y - 4, 8, 8); if (isActive && inView) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || (Keyboard.GetState().IsKeyDown(Keys.Escape)) && inView) { this.Exit(); } // Camera manipulation and control input.InputCamera(ref mouseStatePrevious, ref camera, ref mouseSpace, ref mouseClick, ref mouseDrag, ref inView); // UPDATE THE CAMERA TO SHOW NEW VIEW AND RESIZE camera.UpdateCamera(GraphicsDevice.Viewport.AspectRatio); // Play Back input.InputShowPlay(ref keyStatePrevious, ref showFrame, ref play, ref fNum, ref boxSelected, frame.Count); // SAVES TO FRM FILES SaveToFRM(); if (!play) { //Mode Selection Toggle input.Selection(ref keyStatePrevious, ref mode, ref boxSelected); //Hitbox Key detection and Selection if (!mode) { KeySelection(); } //Hitbox Mouse detection and Selection if (mode && !mouseHoldR && !mouseHoldL) { MouseSelection(); } // Changes the Type of Hitbox we want from keyboard keys input.InputBoxType(ref boxType); //Hitbox Creation with the Left Mouse Button, Hitbox Creation. HitboxCreation(); //Hitbox grab and move by click and drag on the right mouse button HitboxMove(); //Point grab and move by click and drag on the right mouse button and holding P PointMove(); //Hitbox DELETE DeleteHitbox(); } } // Play Back if (play) { Playback(); } //FRAME UPDATE frame[fNum].Update(); // The time since Update was called last GetFPS(gameTime); // Updates the Real time number feedback and info text if (inView) { TextOutput(); } // Previous input state for future comparison mouseStatePrevious = Mouse.GetState(); keyStatePrevious = Keyboard.GetState(); base.Update(gameTime); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here //makes it so that if all the blocks are destroyed then the game will close adds the player another live and 100 points if (BricksPos.Count == 0) { BallPos = new Vector2(PaddlePos.X + Paddle.Width / 2, PaddlePos.Y - Paddle.Height / 2); BallSpeed = new Vector2(-1, -1); score += 100; //adding in the position of the first row of bricks BricksPos.Add(new Vector2(050, 080)); BricksPos.Add(new Vector2(150, 080)); BricksPos.Add(new Vector2(250, 080)); BricksPos.Add(new Vector2(350, 080)); BricksPos.Add(new Vector2(450, 080)); BricksPos.Add(new Vector2(550, 080)); BricksPos.Add(new Vector2(650, 080)); //adding in the positions of the second row of bricks BricksPos.Add(new Vector2(050, 110)); BricksPos.Add(new Vector2(650, 110)); BricksPos.Add(new Vector2(350, 110)); //adding in the positions of the third row of bricks BricksPos.Add(new Vector2(050, 140)); BricksPos.Add(new Vector2(150, 140)); BricksPos.Add(new Vector2(250, 140)); BricksPos.Add(new Vector2(350, 140)); BricksPos.Add(new Vector2(450, 140)); BricksPos.Add(new Vector2(550, 140)); BricksPos.Add(new Vector2(650, 140)); //adding in the position of the fourth row of bricks BricksPos.Add(new Vector2(050, 170)); BricksPos.Add(new Vector2(150, 170)); BricksPos.Add(new Vector2(250, 170)); BricksPos.Add(new Vector2(350, 170)); BricksPos.Add(new Vector2(450, 170)); BricksPos.Add(new Vector2(550, 170)); BricksPos.Add(new Vector2(650, 170)); //adding in the positions of the fifth row of bricks BricksPos.Add(new Vector2(050, 200)); BricksPos.Add(new Vector2(150, 200)); BricksPos.Add(new Vector2(250, 200)); BricksPos.Add(new Vector2(350, 200)); BricksPos.Add(new Vector2(450, 200)); BricksPos.Add(new Vector2(550, 200)); BricksPos.Add(new Vector2(650, 200)); //adding in the positions of the sixth row of bricks BricksPos.Add(new Vector2(050, 230)); BricksPos.Add(new Vector2(150, 230)); BricksPos.Add(new Vector2(250, 230)); BricksPos.Add(new Vector2(350, 230)); BricksPos.Add(new Vector2(450, 230)); BricksPos.Add(new Vector2(550, 230)); BricksPos.Add(new Vector2(650, 230)); //adding in the positions of the seventh row of bricks BricksPos.Add(new Vector2(050, 260)); BricksPos.Add(new Vector2(150, 260)); BricksPos.Add(new Vector2(250, 260)); BricksPos.Add(new Vector2(350, 260)); BricksPos.Add(new Vector2(450, 260)); BricksPos.Add(new Vector2(550, 260)); BricksPos.Add(new Vector2(650, 260)); Numberlives++; } if (Numberlives > 0) { BallPos += BallSpeed; // has the left key controlling the direction it goes only allowing it to go left if it doesnt go off the screen if (Keyboard.GetState().IsKeyDown(Keys.Left)) { if (PaddlePos.X > 0) { PaddlePos.X -= 7; } } // has the right key control the right direction but doesnt allow it to go off he screen if (Keyboard.GetState().IsKeyDown(Keys.Right)) { if (PaddlePos.X < 800 - Paddle.Width) { PaddlePos.X += 7; } } } //creates the rectangles for the objects and adds collision properties to them Rectangle PaddleRectangle = new Rectangle((int)PaddlePos.X, (int)PaddlePos.Y, Paddle.Width, Paddle.Height); Rectangle BallRectangle = new Rectangle((int)BallPos.X, (int)BallPos.Y, Ball.Width, Ball.Height); // makes it so that the ball will bounce off of the paddle if (BallRectangle.Intersects(PaddleRectangle) && BallSpeed.Y < 0) { BallSpeed.Y = -BallSpeed.Y + 0.5f; } if (BallRectangle.Intersects(PaddleRectangle) && BallSpeed.Y > 0) { BallSpeed.Y = -BallSpeed.Y - 0.5f; } //add in the actual boundaries of the game on the top and he two sides but not the bottom if (BallPos.Y < 0) { BallSpeed.Y = -BallSpeed.Y; } if (BallPos.X < 0 || BallPos.X > 800) { BallSpeed.X = -BallSpeed.X; } //tell the ball what to do if it goes below the paddle and off the screen if (BallPos.Y + Ball.Height > 800) { BallPos = new Vector2(PaddlePos.X + Paddle.Width / 2, PaddlePos.Y - Paddle.Height / 2); BallSpeed = new Vector2(-1, -1); Numberlives--; } //checks if the ball collides with the bricks for (int i = BricksPos.Count - 1; i >= 0; i--) { Vector2 pos = BricksPos[i]; Rectangle brickRectangle = new Rectangle((int)pos.X, (int)pos.Y, Block.Width, Block.Height); if (BallRectangle.Intersects(brickRectangle)) { BallSpeed.Y = -BallSpeed.Y; BricksPos.Remove(pos); score++; break; } } base.Update(gameTime); }
private void ProcessDebugKeys() { KeyboardState keyState = Keyboard.GetState(); //toggle fullscreen if (_oldKeyboardState.IsKeyUp(Keys.F11) && keyState.IsKeyDown(Keys.F11)) { graphics.ToggleFullScreen(); } //freelook mode if (_oldKeyboardState.IsKeyUp(Keys.F1) && keyState.IsKeyDown(Keys.F1)) { player1Renderer.freeCam = !player1Renderer.freeCam; } //minimap mode if (_oldKeyboardState.IsKeyUp(Keys.M) && keyState.IsKeyDown(Keys.M)) { hud.showMinimap = !hud.showMinimap; } //wireframe mode if (_oldKeyboardState.IsKeyUp(Keys.F7) && keyState.IsKeyDown(Keys.F7)) { world.ToggleRasterMode(); } //diagnose mode if (_oldKeyboardState.IsKeyUp(Keys.F8) && keyState.IsKeyDown(Keys.F8)) { _diagnosticMode = !_diagnosticMode; } //day cycle/dayMode if (_oldKeyboardState.IsKeyUp(Keys.F9) && keyState.IsKeyDown(Keys.F9)) { world.dayMode = !world.dayMode; //Debug.WriteLine("Day Mode is " + world.dayMode); } //day cycle/nightMode if (_oldKeyboardState.IsKeyUp(Keys.F10) && keyState.IsKeyDown(Keys.F10)) { world.nightMode = !world.nightMode; //Debug.WriteLine("Day/Night Mode is " + world.nightMode); } // Allows the game to exit if (keyState.IsKeyDown(Keys.Escape)) { this.Exit(); } // Release the mouse pointer if (_oldKeyboardState.IsKeyUp(Keys.F) && keyState.IsKeyDown(Keys.F)) { this.releaseMouse = !this.releaseMouse; this.IsMouseVisible = !this.IsMouseVisible; } // fixed time step if (_oldKeyboardState.IsKeyUp(Keys.F3) && keyState.IsKeyDown(Keys.F3)) { graphics.SynchronizeWithVerticalRetrace = !graphics.SynchronizeWithVerticalRetrace; this.IsFixedTimeStep = !this.IsFixedTimeStep; Debug.WriteLine("FixedTimeStep and vsync are " + this.IsFixedTimeStep); graphics.ApplyChanges(); } // stealth mode / keep screen space for profilers if (_oldKeyboardState.IsKeyUp(Keys.F4) && keyState.IsKeyDown(Keys.F4)) { if (graphics.PreferredBackBufferHeight == preferredBackBufferHeight) { graphics.PreferredBackBufferHeight = 100; graphics.PreferredBackBufferWidth = 160; } else { graphics.PreferredBackBufferHeight = preferredBackBufferHeight; graphics.PreferredBackBufferWidth = preferredBackBufferWidth; } graphics.ApplyChanges(); } this._oldKeyboardState = keyState; }
protected override void Update(GameTime gameTime) { //rzeczy do rysowania kwadratow reprezentujacych hitboxy GraphicsDevice.Clear(Color.CornflowerBlue); rect = new Texture2D(graphics.GraphicsDevice, playerBoundsTex.Width, playerBoundsTex.Height); rect2 = new Texture2D(graphics.GraphicsDevice, enemyBoundsTex.Width, enemyBoundsTex.Height); Color[] data = new Color[playerBoundsTex.Width * playerBoundsTex.Height]; for (int i = 0; i < data.Length; ++i) { data[i] = Color.Chocolate; } rect.SetData(data); Color[] data2 = new Color[enemyBoundsTex.Width * enemyBoundsTex.Height]; for (int i = 0; i < data2.Length; ++i) { data2[i] = Color.Chocolate; } rect2.SetData(data2); coor = new Vector2(ballPosition.X - 32, ballPosition.Y - 32); coor2 = new Vector2(smallPosition2.X - 2, smallPosition2.Y); //wylaczanie gry if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } var kstate = Keyboard.GetState(); //czas miedzy wywolaniami update nie zawsze jest ten sam wiec, aby uzysac plynny ruch trzeba pomnozyc predkosc przez czas od ostatniego wywolania metody update if (kstate.IsKeyDown(Keys.Up)) { ballPosition.Y -= ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (kstate.IsKeyDown(Keys.Down)) { ballPosition.Y += ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (kstate.IsKeyDown(Keys.Left)) { ballPosition.X -= ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (kstate.IsKeyDown(Keys.Right)) { ballPosition.X += ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; } //ustawienie granic okna if (ballPosition.X > Window.ClientBounds.Width - playerBoundsTex.Width / 2) { ballPosition.X = Window.ClientBounds.Width - playerBoundsTex.Width / 2; } if (ballPosition.Y > Window.ClientBounds.Height - playerBoundsTex.Height / 2) { ballPosition.Y = Window.ClientBounds.Height - playerBoundsTex.Height / 2; } if (ballPosition.X < playerBoundsTex.Width / 2) { ballPosition.X = playerBoundsTex.Width / 2; } if (ballPosition.Y < playerBoundsTex.Height / 2) { ballPosition.Y = playerBoundsTex.Height / 2; } //ballPosition.X = Math.Min(Math.Max(playerBoundsTex.Width / 2, ballPosition.X), graphics.PreferredBackBufferWidth - playerBoundsTex.Width / 2); //ballPosition.Y = Math.Min(Math.Max(playerBoundsTex.Height / 2, ballPosition.Y), graphics.PreferredBackBufferHeight - playerBoundsTex.Height / 2); playerBounds = new Rectangle((int)ballPosition.X - 32, (int)ballPosition.Y - 32, playerBoundsTex.Width, playerBoundsTex.Height); enemyBounds2 = new Rectangle((int)smallPosition2.X, (int)smallPosition2.Y, enemyBoundsTex.Width, enemyBoundsTex.Height); smallPosition2.X -= enemySpeed; if (smallPosition2.X < -20) { smallPosition2.X = 800; } if (playerBounds.Intersects(enemyBounds2)) { napis3 = "Kolizja"; napis = "Gracz X:" + ballPosition.X + "Y:" + ballPosition.Y; napis2 = "NPC X:" + smallPosition2.X + "Y:" + smallPosition2.Y; } else { napis3 = "Brak Kolizji"; napis = "Gracz X:" + ballPosition.X + "Y:" + ballPosition.Y; napis2 = "NPC X:" + smallPosition2.X + "Y:" + smallPosition2.Y; } base.Update(gameTime); }
public void Update() { if (Keyboard.GetState().IsKeyDown(Keys.E)) { myGame.GetPlayer().TakeDamage(2); } else if (Keyboard.GetState().IsKeyDown(Keys.Q)) { myGame.Exit(); } else if (Keyboard.GetState().IsKeyDown(Keys.R)) { myGame.Reset(); } else if (Keyboard.GetState().IsKeyDown(Keys.Z) || Keyboard.GetState().IsKeyDown(Keys.N)) { myGame.GetPlayer().SlotA(); } else if (Keyboard.GetState().IsKeyDown(Keys.X) || Keyboard.GetState().IsKeyDown(Keys.M)) { myGame.GetPlayer().SlotB(); } else if ((Keyboard.GetState().IsKeyDown(Keys.D1))) { myGame.GetPlayer().GetInventory().SetSlotBCommand(new BowCommand(myGame.GetPlayer())); myGame.GetPlayer().SlotB(); } else if ((Keyboard.GetState().IsKeyDown(Keys.D2))) { myGame.GetPlayer().GetInventory().SetSlotBCommand(new WandCommand(myGame.GetPlayer())); myGame.GetPlayer().SlotB(); } else if ((Keyboard.GetState().IsKeyDown(Keys.D3))) { myGame.GetPlayer().GetInventory().SetSlotBCommand(new BoomerangCommand(myGame.GetPlayer())); myGame.GetPlayer().SlotB(); } else if ((Keyboard.GetState().IsKeyDown(Keys.D4))) { myGame.GetPlayer().GetInventory().SetSlotBCommand(new BombCommand(myGame.GetPlayer())); myGame.GetPlayer().SlotB(); } else if ((Keyboard.GetState().IsKeyDown(Keys.D5))) { myGame.GetPlayer().GetInventory().SetSlotBCommand(new EmptyCommand(myGame.GetPlayer())); myGame.GetPlayer().SlotB(); } else if ((Keyboard.GetState().IsKeyDown(Keys.I)) && delay <= 0) { delay = 20; if (myGame.items1.Count > 1) { myGame.items2.Push(myGame.items1.Pop()); } } else if ((Keyboard.GetState().IsKeyDown(Keys.U)) && delay <= 0) { delay = 20; if (myGame.items2.Count > 0) { myGame.items1.Push(myGame.items2.Pop()); } } else if ((Keyboard.GetState().IsKeyDown(Keys.W) || Keyboard.GetState().IsKeyDown(Keys.Up)) && !((Keyboard.GetState().IsKeyDown(Keys.S) || Keyboard.GetState().IsKeyDown(Keys.Down)))) { myGame.GetPlayer().MoveUp(); } else if ((Keyboard.GetState().IsKeyDown(Keys.S) || Keyboard.GetState().IsKeyDown(Keys.Down)) && !((Keyboard.GetState().IsKeyDown(Keys.W) || Keyboard.GetState().IsKeyDown(Keys.Up)))) { myGame.GetPlayer().MoveDown(); } else if ((Keyboard.GetState().IsKeyDown(Keys.A) || Keyboard.GetState().IsKeyDown(Keys.Left)) && !((Keyboard.GetState().IsKeyDown(Keys.D) || Keyboard.GetState().IsKeyDown(Keys.Right)))) { myGame.GetPlayer().MoveLeft(); } else if ((Keyboard.GetState().IsKeyDown(Keys.D) || Keyboard.GetState().IsKeyDown(Keys.Right)) && !((Keyboard.GetState().IsKeyDown(Keys.A) || Keyboard.GetState().IsKeyDown(Keys.Left)))) { myGame.GetPlayer().MoveRight(); } else if ((Keyboard.GetState().IsKeyDown(Keys.O)) && delay <= 0) { delay = 20; if (myGame.enemies1.Count > 1) { myGame.enemies2.Push(myGame.enemies1.Pop()); } } else if ((Keyboard.GetState().IsKeyDown(Keys.P)) && delay <= 0) { delay = 20; if (myGame.enemies2.Count > 0) { myGame.enemies1.Push(myGame.enemies2.Pop()); } } else { myGame.GetPlayer().Stop(); } if (delay > 0) { delay--; } }
/// <summary> /// Performs a hit test on the design surface, raising <paramref name="callback"/> for each match. /// Hit testing continues while the callback returns true. /// </summary> public void HitTest(Point mousePosition, bool testAdorners, bool testDesignSurface, Predicate <DesignPanelHitTestResult> callback, HitTestType hitTestType) { if (mousePosition.X < 0 || mousePosition.Y < 0 || mousePosition.X > this.RenderSize.Width || mousePosition.Y > this.RenderSize.Height) { return; } // First try hit-testing on the adorner layer. bool continueHitTest = true; HitTestFilterCallback filterBehavior = CustomHitTestFilterBehavior ?? FilterHitTestInvisibleElements; CustomHitTestFilterBehavior = null; hitTestElements.Clear(); if (testAdorners) { RunHitTest( _adornerLayer, mousePosition, filterBehavior, delegate(HitTestResult result) { if (result != null && result.VisualHit != null && result.VisualHit is Visual) { DesignPanelHitTestResult customResult = new DesignPanelHitTestResult((Visual)result.VisualHit); DependencyObject obj = result.VisualHit; while (obj != null && obj != _adornerLayer) { AdornerPanel adorner = obj as AdornerPanel; if (adorner != null) { customResult.AdornerHit = adorner; } obj = VisualTreeHelper.GetParent(obj); } continueHitTest = callback(customResult); return(continueHitTest ? HitTestResultBehavior.Continue : HitTestResultBehavior.Stop); } else { return(HitTestResultBehavior.Continue); } }); } if (continueHitTest && testDesignSurface) { RunHitTest( this.Child, mousePosition, filterBehavior, delegate(HitTestResult result) { if (result != null && result.VisualHit != null && result.VisualHit is Visual) { DesignPanelHitTestResult customResult = new DesignPanelHitTestResult((Visual)result.VisualHit); ViewService viewService = _context.Services.View; DependencyObject obj = result.VisualHit; if (hitTestType == HitTestType.ElementSelection) { if (Keyboard.IsKeyDown(Key.LeftAlt)) { if (lastElement != null && lastElement != _context.RootItem.Component && hitTestElements.Contains(lastElement)) { var idx = hitTestElements.IndexOf(lastElement) - 1; if (idx >= 0) { obj = hitTestElements[idx]; } } } } while (obj != null) { if ((customResult.ModelHit = viewService.GetModel(obj)) != null) { break; } obj = VisualTreeHelper.GetParent(obj); } if (customResult.ModelHit == null) { customResult.ModelHit = _context.RootItem; } if (hitTestType == HitTestType.ElementSelection) { lastElement = obj; } continueHitTest = callback(customResult); return(continueHitTest ? HitTestResultBehavior.Continue : HitTestResultBehavior.Stop); } else { return(HitTestResultBehavior.Continue); } } ); } }
/// <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) { // escape key missing // Add your update logic here KeyboardState kb = Keyboard.GetState(); if (kb.IsKeyDown(Keys.Back) && !oldKb.IsKeyDown(Keys.Back)) { this.Exit(); } // Methods from the Menus class to run the menus menus.Navigations(gameState, instructionState, kb, CurrentBackgroundC, oldKb, timer, gameOverTimer); gameState = menus.GameStateValue(); instructionState = menus.InstructionStateValue(); if (gameState == GameState.Game) { if (changeSongs == false) { changeSongs = true; MediaPlayer.Stop(); } // Pauses game. Currently does not work if (kb.IsKeyDown(Keys.P) && oldKb != kb) { gameState = GameState.Paused; } // Update Player collision with map obstacles. firstMap.MapPlayerCollisions(p1); firstMap.MapPlayerCollisions(p2); CurrentBackgroundC = firstMap.FLOORCOLOR; p1.update(1, p2); p2.update(2, p1); RoundOverCheck(); } if (gameState == GameState.StartScreen) { p1.Reset(); p2.Reset(); p1.TotalReset(); p2.TotalReset(); CurrentBackgroundC = Color.Black; } if (menus.ReturnTimer() >= 240) { //Reset p1.Reset(); p2.Reset(); while (p1.pRect.Intersects(p2.pRect)) { p2.newRandomStart(); } //CurrentBackgroundC = Color.Black; } // Keep so the player can choose to exit the game if (gameState == GameState.Exit) { this.Exit(); } // Splash screen timer timer++; if ((gameState == GameState.StartScreen || gameState == GameState.Instructions) && (MediaPlayer.State == MediaState.Stopped || changeSongs == true)) { if (changeSongs == true) { changeSongs = false; MediaPlayer.Stop(); } MediaPlayer.Play(songs[0]); } if (gameState == GameState.Game && MediaPlayer.State == MediaState.Stopped) { MediaPlayer.Play(songs[1]); } if (gameState == GameState.RoundOver) { MediaPlayer.Pause(); } else { MediaPlayer.Resume(); } if (gameState == GameState.GameOver) { MediaPlayer.Pause(); changeSongs = true; } oldKb = kb; base.Update(gameTime); }
public Dkeyboard() { // Setting the old state of the keyboard so it can be compared oldState = Keyboard.GetState(); noPressedState = Keyboard.GetState(); }
public void SaveToFRM() { if (Keyboard.GetState().IsKeyDown(Keys.LeftControl) && Keyboard.GetState().IsKeyDown(Keys.S) && keyStatePrevious.IsKeyUp(Keys.S)) { frame[fNum].info.Clear(); frame[fNum].info.Add("Center: " + (int)frame[fNum].Origin.X + " " + (int)frame[fNum].Origin.Y); frame[fNum].info.Add("Points:"); for (int i = 0; i < frame[fNum].point.Count; i++) { frame[fNum].info.Add(frame[fNum].point[i].Name + " " + (int)frame[fNum].point[i].Position.X + " " + (int)frame[fNum].point[i].Position.Y); } frame[fNum].info.Add("[end]"); frame[fNum].info.Add("Hitbox:"); for (int i = 0; i < frame[fNum].hitbox.Count; i++) { frame[fNum].info.Add(frame[fNum].hitbox[i].Type.ToString() + " " + frame[fNum].hitbox[i].X1.ToString() + " " + frame[fNum].hitbox[i].Y1.ToString() + " " + frame[fNum].hitbox[i].X2.ToString() + " " + frame[fNum].hitbox[i].Y2.ToString()); } frame[fNum].info.Add("[end]"); fileLoader.SaveFRM(path, frame[fNum].Name, frame[fNum].info); } if (Keyboard.GetState().IsKeyDown(Keys.LeftControl) && Keyboard.GetState().IsKeyDown(Keys.LeftShift) && Keyboard.GetState().IsKeyDown(Keys.S) && keyStatePrevious.IsKeyUp(Keys.S)) { for (int o = 0; o < frame.Count; o++) { frame[o].info.Clear(); frame[o].info.Add("Center: " + (int)frame[o].Origin.X + " " + (int)frame[o].Origin.Y); frame[o].info.Add("Points:"); for (int i = 0; i < frame[o].point.Count; i++) { frame[o].info.Add(frame[o].point[i].Name + " " + (int)frame[o].point[i].Position.X + " " + (int)frame[o].point[i].Position.Y); } frame[o].info.Add("[end]"); frame[o].info.Add("Hitbox:"); for (int i = 0; i < frame[o].hitbox.Count; i++) { frame[o].info.Add(frame[o].hitbox[i].Type.ToString() + " " + frame[o].hitbox[i].X1.ToString() + " " + frame[o].hitbox[i].Y1.ToString() + " " + frame[o].hitbox[i].X2.ToString() + " " + frame[o].hitbox[i].Y2.ToString()); } frame[o].info.Add("[end]"); fileLoader.SaveFRM(path, frame[o].Name, frame[o].info); } } }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // Increment current frame, left to right on sheet ++currentFrame.X; // Reset X to 0 if we reach the end of current row if (currentFrame.X >= sheetSize.X) { currentFrame.X = 0; // Increment the Y position ++currentFrame.Y; if (currentFrame.Y >= sheetSize.Y) { // Reset Y position to 0 if we reach the end currentFrame.Y = 0; } } base.Update(gameTime); }
void DesignPanel_KeyDown(object sender, KeyEventArgs e) { //pass the key event down to the underlying objects if they have implemented IKeyUp interface //OBS!!!! this call needs to be here, before the PlacementOperation.Start. //In case the underlying object has a operation of its own this operation needs to be set first foreach (DesignItem di in Context.Services.Selection.SelectedItems) { foreach (Extension ext in di.Extensions) { var keyDown = ext as IKeyDown; if (keyDown != null) { keyDown.KeyDownAction(sender, e); } } } if (e.Key == Key.Left || e.Key == Key.Right || e.Key == Key.Up || e.Key == Key.Down) { e.Handled = true; PlacementType placementType = Keyboard.IsKeyDown(Key.LeftCtrl) ? PlacementType.Resize : PlacementType.Move; if (placementOp != null && placementOp.Type != placementType) { placementOp.Commit(); placementOp = null; } if (placementOp == null) { //check if any objects don't want the default action to be invoked List <DesignItem> placedItems = Context.Services.Selection.SelectedItems.Where(x => x.Extensions.All(InvokeDefaultKeyDownAction)).ToList(); //if no remaining objects, break if (placedItems.Count < 1) { return; } dx = 0; dy = 0; try { placementOp = PlacementOperation.Start(placedItems, placementType); } catch { MessageBox.Show("Operationen kan inte utföras på de objekt du valt."); } } if (placementOp != null) { switch (e.Key) { case Key.Left: dx += Keyboard.IsKeyDown(Key.LeftShift) ? -10 : -1; break; case Key.Up: dy += Keyboard.IsKeyDown(Key.LeftShift) ? -10 : -1; break; case Key.Right: dx += Keyboard.IsKeyDown(Key.LeftShift) ? 10 : 1; break; case Key.Down: dy += Keyboard.IsKeyDown(Key.LeftShift) ? 10 : 1; break; } foreach (PlacementInformation info in placementOp.PlacedItems) { var bounds = info.OriginalBounds; if (placementType == PlacementType.Move) { info.Bounds = new Rect(bounds.Left + dx, bounds.Top + dy, bounds.Width, bounds.Height); } else if (placementType == PlacementType.Resize) { if (bounds.Width + dx >= 0 && bounds.Height + dy >= 0) { info.Bounds = new Rect(bounds.Left, bounds.Top, bounds.Width + dx, bounds.Height + dy); } } placementOp.CurrentContainerBehavior.SetPosition(info); } } } }
/// <summary> /// Fx0A - LD Vx, K /// Wait for a key press, store the value of the key in Vx. /// All execution stops until a key is pressed, then the value of that key is stored in Vx. /// </summary> public override void Execute(Interpreter i, int pc, byte x, byte y, byte n, byte kk, ushort nnn) { i.V[x] = Keyboard.WaitForKey(); i.Step(); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here base.Update(gameTime); }
public KeyboardManager() { curr = Keyboard.GetState(); prev = curr; }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (State.gameOver) { if (Keyboard.GetState().IsKeyDown(Keys.S)) { setupGame(); } } else if (State.notStarted) { if (Keyboard.GetState().IsKeyDown(Keys.S)) { setupGame(); State.notStarted = false; } } else { State.leftScore += checkScoreOnRight(ball) ? 1 : 0; State.rightScore += checkScoreOnLeft(ball) ? 1 : 0; ballAndPaddleCollision(); moveAndBoundBall(gameTime); leftPaddle.position.Y += getLeftPaddlePositionYDiff(PADDLE_SPEED, gameTime); leftPaddle.position.Y = getBoundY(leftPaddle); rightPaddle.position.Y = getRightPaddlePositionY(); rightPaddle.position.Y = getBoundY(rightPaddle); ballAndPaddleCollision(); State.gameOver = checkForGameEnd(); } // TODO: Render Middle Dashed line // TODO: Maybe remove random ball speed and replace with geometry // TODO: Fix ball velocity jumping to max // TODO: Adjust ball velocity on paddle hits // TODO: Reset ball to center after score // TODO: functionalize ball movement base.Update(gameTime); }
public void Init() { curr = Keyboard.GetState(); prev = curr; }
/// <summary> /// Initialize members /// </summary> public void Initialize() { // Save the empty state emptyKeyboardState = Keyboard.GetState(); emptyGamePadState = GamePad.GetState(playerIndex); }
public void Update(GameTime _gameTime) { prev = curr; curr = Keyboard.GetState(); }
/// <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) { var stopwatch = Stopwatch.StartNew(); KeyboardState = Keyboard.GetState(); MouseState = Mouse.GetState(); if (KeyboardState.IsKeyDown(Keys.Escape) && (KeyboardState.IsKeyDown(Keys.LeftShift) || KeyboardState.IsKeyDown(Keys.RightShift))) { SaveAndExit(); } if (KeyboardState.IsKeyDown(Keys.F1)) { if (!debugKeyDown) { debugKeyDown = true; IsDebug = !IsDebug; } } else { debugKeyDown = false; } if (KeyboardState.IsKeyDown(Keys.F2)) { if (!worldBuilderKeyDown) { worldBuilderKeyDown = true; IsWorldBuilderOpen = !IsWorldBuilderOpen; } } else { worldBuilderKeyDown = false; } if (KeyboardState.IsKeyDown(Keys.F3)) { if (!pauseKeyDown) { pauseKeyDown = true; IsPaused = !IsPaused; } } else { pauseKeyDown = false; } if (KeyboardState.IsKeyDown(Keys.F4)) { if (!consoleKeyDown) { consoleKeyDown = true; IsConsoleOpen = !IsConsoleOpen; } } else { consoleKeyDown = false; } if (KeyboardState.IsKeyDown(Keys.F5)) { if (!godModeKeyDown) { godModeKeyDown = true; if (IsGodMode) { Player.ConnectToWorld(); Player.Velocity -= 0.3f; } else if (!IsGodMode) { Player.DisconnectFromWorld(); Player.Velocity += 0.3f; } IsGodMode = !IsGodMode; } } else { godModeKeyDown = false; } if (KeyboardState.IsKeyDown(Keys.F6)) { if (!surroundingEffectsKeyDown) { surroundingEffectsKeyDown = true; IsSurroundingEffectsOff = !IsSurroundingEffectsOff; } } else { surroundingEffectsKeyDown = false; } Hud.Update(gameTime); if (IsPaused == false) { Ticks += (float)gameTime.ElapsedGameTime.TotalMilliseconds / (float)MilliSecondsPerTick; Camera.Update(gameTime); World.Update(gameTime); } base.Update(gameTime); stopwatch.Stop(); UpdateElapsedMillis = stopwatch.ElapsedMilliseconds; }
public virtual void Update() { newKeyboard = Keyboard.GetState(); GetPressedKeys(); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // get mouse state MouseState mouse = Mouse.GetState(); // click left button on the teddy bear to make it explode if (mouse.LeftButton == ButtonState.Pressed && leftButton == ButtonState.Released && teddybear.Active && teddybear.DrawRectangle.Contains(mouse.X, mouse.Y)) { leftButton = ButtonState.Pressed; explosion.Play(teddybear.DrawRectangle.Center.X, teddybear.DrawRectangle.Center.Y); teddybear.Active = false; } // track the previous state if (mouse.LeftButton == ButtonState.Released) { leftButton = ButtonState.Released; } // click right button to replace the current teddy bear if (mouse.RightButton == ButtonState.Pressed && rightButton == ButtonState.Released) { rightButton = ButtonState.Pressed; teddybear = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear", random.Next(0, WindowWidth), random.Next(0, WindowHeight), new Vector2((float)random.NextDouble(), (float)random.NextDouble())); } // track the previous state if (mouse.RightButton == ButtonState.Released) { rightButton = ButtonState.Released; } // click middle button to explode the curren teddy bear and replace to new one if (mouse.MiddleButton == ButtonState.Pressed && middleButton == ButtonState.Released) { middleButton = ButtonState.Pressed; if (teddybear.Active) { explosion.Play(teddybear.DrawRectangle.Center.X, teddybear.DrawRectangle.Center.Y); } teddybear.Active = false; teddybear = new TeddyBear(Content, WindowWidth, WindowHeight, @"graphics\teddybear", random.Next(0, WindowWidth), random.Next(0, WindowHeight), new Vector2((float)random.NextDouble(), (float)random.NextDouble())); } // track the previous state if (mouse.MiddleButton == ButtonState.Released) { middleButton = ButtonState.Released; } teddybear.Update(gameTime); explosion.Update(gameTime); base.Update(gameTime); }
/// <summary>Constructs a new instance.</summary> public FEZCobraIIEcoExtender() { this.ldr0 = null; this.ldr1 = null; this.debugLed = null; this.storageDevices = new IRemovable[2]; this.sdCardStorageDevice = null; RemovableMedia.Insert += this.OnInsert; RemovableMedia.Eject += this.OnEject; Controller.MouseConnected += (a, b) => { this.connectedMouse = b; this.OnMouseConnected(this, b); b.Disconnected += (c, d) => this.connectedMouse = null; }; Controller.KeyboardConnected += (a, b) => { this.connectedKeyboard = b; this.OnKeyboardConnected(this, b); b.Disconnected += (c, d) => this.connectedKeyboard = null; }; Controller.MassStorageConnected += (a, b) => { this.IsMassStorageConnected = true; this.MountStorageDevice("USB"); b.Disconnected += (c, d) => { this.IsMassStorageConnected = false; if (this.IsMassStorageMounted) { this.UnmountStorageDevice("USB"); } }; }; this.IsSDCardMounted = false; this.IsMassStorageConnected = false; this.IsMassStorageMounted = false; this.sdCardDetect = new InputPort(G120.P1_8, false, Port.ResistorMode.PullUp); if (this.IsSDCardInserted) { this.MountStorageDevice("SD"); } Controller.Start(); this.NativeBitmapConverter = this.BitmapConverter; #region Sockets GT.SocketInterfaces.I2CBusIndirector nativeI2C = (s, sdaPin, sclPin, address, clockRateKHz, module) => new InteropI2CBus(s, sdaPin, sclPin, address, clockRateKHz, module); GT.Socket socket; socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(1); socket.SupportedTypes = new char[] { 'B', 'Y' }; socket.CpuPins[3] = G120.P2_13; socket.CpuPins[4] = G120.P1_26; socket.CpuPins[5] = G120.P1_27; socket.CpuPins[6] = G120.P1_28; socket.CpuPins[7] = G120.P1_29; socket.CpuPins[8] = G120.P2_4; socket.CpuPins[9] = G120.P2_2; socket.I2CBusIndirector = nativeI2C; GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(2); socket.SupportedTypes = new char[] { 'G' }; socket.CpuPins[3] = G120.P1_20; socket.CpuPins[4] = G120.P1_21; socket.CpuPins[5] = G120.P1_22; socket.CpuPins[6] = G120.P1_23; socket.CpuPins[7] = G120.P1_24; socket.CpuPins[8] = G120.P1_25; socket.CpuPins[9] = G120.P1_19; GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(3); socket.SupportedTypes = new char[] { 'R', 'Y' }; socket.CpuPins[3] = G120.P2_12; socket.CpuPins[4] = G120.P2_6; socket.CpuPins[5] = G120.P2_7; socket.CpuPins[6] = G120.P2_8; socket.CpuPins[7] = G120.P2_9; socket.CpuPins[8] = G120.P2_3; socket.CpuPins[9] = G120.P2_5; socket.I2CBusIndirector = nativeI2C; GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(4); socket.SupportedTypes = new char[] { 'A', 'I', 'T', 'X' }; socket.CpuPins[3] = G120.P0_25; socket.CpuPins[4] = G120.P0_24; socket.CpuPins[5] = G120.P0_23; socket.CpuPins[6] = G120.P1_0; socket.CpuPins[7] = G120.P1_1; socket.CpuPins[8] = G120.P0_27; socket.CpuPins[9] = G120.P0_28; socket.AnalogInput3 = Cpu.AnalogChannel.ANALOG_2; socket.AnalogInput4 = Cpu.AnalogChannel.ANALOG_1; socket.AnalogInput5 = Cpu.AnalogChannel.ANALOG_0; GT.Socket.SocketInterfaces.SetAnalogInputFactors(socket, 3.3, 0, 12); GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(5); socket.SupportedTypes = new char[] { 'U', 'X' }; socket.CpuPins[3] = G120.P0_13; socket.CpuPins[4] = G120.P0_2; socket.CpuPins[5] = G120.P0_3; socket.CpuPins[6] = G120.P1_4; socket.SerialPortName = "COM1"; GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(6); socket.SupportedTypes = new char[] { 'S', 'X' }; socket.CpuPins[3] = G120.P2_21; socket.CpuPins[4] = G120.P1_14; socket.CpuPins[5] = G120.P1_16; socket.CpuPins[6] = G120.P1_17; socket.CpuPins[7] = GT.Socket.UnnumberedPin; socket.CpuPins[8] = GT.Socket.UnnumberedPin; socket.CpuPins[9] = GT.Socket.UnnumberedPin; socket.SPIModule = SPI.SPI_module.SPI2; GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(7); socket.SupportedTypes = new char[] { 'P', 'U', 'Y' }; socket.CpuPins[3] = G120.P0_4; socket.CpuPins[4] = G120.P4_28; socket.CpuPins[5] = G120.P4_29; socket.CpuPins[6] = G120.P1_30; socket.CpuPins[7] = G120.P3_26; socket.CpuPins[8] = G120.P3_25; socket.CpuPins[9] = G120.P3_24; socket.SerialPortName = "COM4"; socket.PWM7 = (Cpu.PWMChannel) 8; socket.PWM8 = Cpu.PWMChannel.PWM_7; socket.PWM9 = Cpu.PWMChannel.PWM_6; socket.I2CBusIndirector = nativeI2C; GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(8); socket.SupportedTypes = new char[] { 'I', 'K', 'U', 'X' }; socket.CpuPins[3] = G120.P0_10; socket.CpuPins[4] = G120.P2_0; socket.CpuPins[5] = G120.P0_16; socket.CpuPins[6] = G120.P0_6; socket.CpuPins[7] = G120.P0_17; socket.CpuPins[8] = G120.P0_27; socket.CpuPins[9] = G120.P0_28; socket.SerialPortName = "COM2"; GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(9); socket.SupportedTypes = new char[] { 'A', 'O', 'S', 'X' }; socket.CpuPins[3] = G120.P0_12; socket.CpuPins[4] = G120.P1_31; socket.CpuPins[5] = G120.P0_26; socket.CpuPins[6] = G120.P1_5; socket.CpuPins[7] = G120.P0_18; socket.CpuPins[8] = G120.P0_17; socket.CpuPins[9] = G120.P0_15; socket.SPIModule = SPI.SPI_module.SPI1; socket.AnalogOutput5 = Cpu.AnalogOutputChannel.ANALOG_OUTPUT_0; socket.AnalogInput3 = Cpu.AnalogChannel.ANALOG_6; socket.AnalogInput4 = Cpu.AnalogChannel.ANALOG_5; socket.AnalogInput5 = Cpu.AnalogChannel.ANALOG_3; GT.Socket.SocketInterfaces.SetAnalogInputFactors(socket, 3.3, 0, 12); GT.Socket.SocketInterfaces.SetAnalogOutputFactors(socket, 3.3, 0, 10); GT.Socket.SocketInterfaces.RegisterSocket(socket); socket = GT.Socket.SocketInterfaces.CreateNumberedSocket(10); socket.SupportedTypes = new char[] { 'C', 'I', 'X' }; socket.CpuPins[3] = G120.P0_11; socket.CpuPins[4] = G120.P0_1; socket.CpuPins[5] = G120.P0_0; socket.CpuPins[6] = G120.P0_5; socket.CpuPins[8] = G120.P0_27; socket.CpuPins[9] = G120.P0_28; GT.Socket.SocketInterfaces.RegisterSocket(socket); #endregion Sockets }
public override int Update(GameTime gameTime) { var kstate = Keyboard.GetState(); if (kstate.IsKeyDown(Keys.Escape)) { PauseElaspsedTime += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (PauseElaspsedTime > PauseRate) { PauseElaspsedTime = 0f; return((int)Game1.GameStates.GamePause); } } //Checks if Player is Alive, Then respawns if thier are lives left int numPlayersAlive = 0; for (int cur = 0; cur < PlayerUnits.Count; cur++) { if (PlayerUnits[cur].Alive) { numPlayersAlive++; } } if (numPlayersAlive < PlayerSpawnRate) { SpawnPlayer(gameTime); } for (int cur = 0; cur < PlayerUnits.Count; cur++) { if (PlayerUnits[cur].Active && PlayerUnits[cur].Alive) { PlayerUnits[cur].Update(gameTime, graphics); } } //Checks if Enemy is Alive, Then respawn if thier are lives left int numEnemiesAlive = 0; for (int cur = 0; cur < EnemyUnits.Count; cur++) { if (EnemyUnits[cur].Alive) { numEnemiesAlive++; } } if (numEnemiesAlive < EnemySpawnRate) { SpawnEnemy(gameTime); } int EnemiesUnitsAliveAndActive = 0; for (int cur = 0; cur < EnemyUnits.Count; cur++) { if (EnemyUnits[cur].Active && EnemyUnits[cur].Alive) { EnemyUnits[cur].Update(gameTime, graphics); EnemiesUnitsAliveAndActive++; } } foreach (Fish F in Fishs) { F.Update(gameTime, graphics); } return((int)Game1.GameStates.InPlay); }
/// <summary> /// Uses an Inspector to display update and display information to player. /// All user input that affects rendering of the stage is processed either /// from the gamepad or keyboard. /// See Player.Update(...) for handling of user events that affect the player. /// The current camera's place is updated after all other GameComponents have /// been updated. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // set info pane values time = gameTime.TotalGameTime; fpsSecond += gameTime.ElapsedGameTime.TotalSeconds; updates++; if (fpsSecond >= 1.0) { inspector.setInfo(10, String.Format("{0} camera Game time {1:D2}::{2:D2}::{3:D2} {4:D} Updates/Seconds {5:D} Draws/Seconds", currentCamera.Name, time.Hours, time.Minutes, time.Seconds, updates.ToString(), draws.ToString())); draws = updates = 0; fpsSecond = 0.0; inspector.setInfo(11, agentLocation(player)); inspector.setInfo(12, agentLocation(npAgent)); // inspector lines 13 and 14 can be used to describe player and npAgent's status inspector.setMatrices("player", "npAgent", player.AgentObject.Orientation, npAgent.AgentObject.Orientation); } // Process user keyboard events that relate to the render state of the the stage KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape)) { Exit(); } else if (keyboardState.IsKeyDown(Keys.B) && !oldKeyboardState.IsKeyDown(Keys.B)) { DrawBoundingSpheres = !DrawBoundingSpheres; } else if (keyboardState.IsKeyDown(Keys.C) && !oldKeyboardState.IsKeyDown(Keys.C)) { setCamera(1); } else if (keyboardState.IsKeyDown(Keys.X) && !oldKeyboardState.IsKeyDown(Keys.X)) { setCamera(-1); } // key event handlers needed for Inspector // set help display on else if (keyboardState.IsKeyDown(Keys.H) && !oldKeyboardState.IsKeyDown(Keys.H)) { inspector.ShowHelp = !inspector.ShowHelp; inspector.ShowMatrices = false; } // set info display on else if (keyboardState.IsKeyDown(Keys.I) && !oldKeyboardState.IsKeyDown(Keys.I)) { inspector.showInfo(); } // set miscellaneous display on else if (keyboardState.IsKeyDown(Keys.M) && !oldKeyboardState.IsKeyDown(Keys.M)) { inspector.ShowMatrices = !inspector.ShowMatrices; inspector.ShowHelp = false; } // toggle update speed between FixedStep and ! FixedStep else if (keyboardState.IsKeyDown(Keys.T) && !oldKeyboardState.IsKeyDown(Keys.T)) { FixedStepRendering = !FixedStepRendering; } oldKeyboardState = keyboardState; // Update saved state. base.Update(gameTime); // update all GameComponents and DrawableGameComponents currentCamera.updateViewMatrix(); }