Esempio n. 1
0
        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            // Look up inputs for the active player profile.
            //int playerIndex = (int)ControllingPlayer.Value;

            MouseState mouse = Mouse.GetState();
            //    GameObject.SetPlayerPos(1, mouse.X, mouse.Y);
            // The game pauses either if the user presses the pause button, or if
            // they unplug the active gamepad. This requires us to keep track of
            // whether a gamepad was ever plugged in, because we don't want to pause
            // on PC if they are playing with a keyboard and have no gamepad at all!
            foreach (byte i in GameObject.playerList)
            {
                KeyboardState keyboardState = input.CurrentKeyboardStates[i];
                KeyboardState prevKeyboardState = input.LastKeyboardStates[i];
                GamePadState gamePadState = input.CurrentGamePadStates[i];
                GamePadState prevGamePadState = input.LastGamePadStates[i];

                bool gamePadDisconnected = !gamePadState.IsConnected &&
                                           input.GamePadWasConnected[i];

                if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
                {
                    ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
                    break;
                }
                else
                {
                    // Otherwise move the player position.
                    Vector2 movement = Vector2.Zero;

                    if (keyboardState.IsKeyDown(controlsLeft[i]))
                        movement.X--;

                    if (keyboardState.IsKeyDown(controlsRight[i]))
                        movement.X++;

                    if (keyboardState.IsKeyDown(controlsUp[i]))
                        movement.Y--;

                    if (keyboardState.IsKeyDown(controlsDown[i]))
                        movement.Y++;

                    Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                    movement.X += thumbstick.X;
                    movement.Y -= thumbstick.Y;

                    if (movement.Length() > 1)
                        movement.Normalize();

                    GameObject.MovePlayer(i, movement * GameObject.playerSpeed);

                    if ((keyboardState.IsKeyDown(controlsActivate[i]) && !prevKeyboardState.IsKeyDown(controlsActivate[i]))
                        || (gamePadState.IsButtonDown(Buttons.A) && !prevGamePadState.IsButtonDown(Buttons.A)))
                        GameObject.PlayerGrabDrop(i);

                }
            }
        }
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            PlayerIndex playerIndex;

            // We pass in our ControllingPlayer, which may either be null (to
            // accept input from any player) or a specific index. If we pass a null
            // controlling player, the InputState helper returns to us which player
            // actually provided the input. We pass that through to our Accepted and
            // Cancelled events, so they can tell which player triggered them.
            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                // Raise the accepted event, then exit the message box.
                if (Accepted != null)
                    Accepted(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                // Raise the cancelled event, then exit the message box.
                if (Cancelled != null)
                    Cancelled(this, new PlayerIndexEventArgs(playerIndex));

                ExitScreen();
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }

            // Accept or cancel the menu? We pass in our ControllingPlayer, which may
            // either be null (to accept input from any player) or a specific index.
            // If we pass a null controlling player, the InputState helper returns to
            // us which player actually provided the input. We pass that through to
            // OnSelectEntry and OnCancel, so they can tell which player triggered them.
            PlayerIndex playerIndex;

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
Esempio n. 4
0
 /// <summary>
 /// Allows the screen to handle user input. Unlike Update, this method
 /// is only called when the screen is active, and not when some other
 /// screen has taken the focus.
 /// </summary>
 public virtual void HandleInput(InputState input)
 {
 }