public override void HandleInput(InputState input) { base.HandleInput(input); if (input.IsYPressed(ControllingPlayer, out playerIndex)) { LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new GameplayScreen(LevelDataManager.world, LevelDataManager.level)); } }
public override void HandleInput(InputState input) { base.HandleInput(input); if (input.IsAnyFourPressed(ControllingPlayer, out playerIndex)) { ExitScreen(); } }
public override void HandleInput(InputState input) { if (player.State != MediaState.Stopped) { if (input.IsBPressed(ControllingPlayer, out playerIndex)) { player.Stop(); } } }
public override void HandleInput(InputState input) { if (input.IsXPressed(ControllingPlayer, out playerIndex)) { SoundManager.StopMusic(); } base.HandleInput(input); }
public override void HandleInput(InputState input) { base.HandleInput(input); if (!isGamePause) return; //only check input (past this point) if we are on pause screen and not main menu if (input.IsAPressed(ControllingPlayer, out playerIndex) || input.IsBPressed(ControllingPlayer, out playerIndex) || input.IsPauseGame(ControllingPlayer, out playerIndex) ) { saveOptions(); ExitScreen(); } if (input.IsYPressed(ControllingPlayer, out playerIndex)) { saveOptions(); LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new GameplayScreen(LevelDataManager.world, LevelDataManager.level)); ExitScreen(); } if (input.IsXPressed(ControllingPlayer, out playerIndex)) { saveOptions(); LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new BackgroundScreen(), new MainMenuScreen(), new LevelSelectScreen()); ExitScreen(); } return; }
/// <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) { #region GET STATE OF INPUTS if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. controllingPlayer = ControllingPlayer.Value; #if WINDOWS keyboardState = input.CurrentKeyboardStates[(int)controllingPlayer]; #endif gamePadState = input.CurrentGamePadStates[(int)controllingPlayer]; #endregion #region PAUSE GAME // 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! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[(int)controllingPlayer]; if (input.IsPauseGame(ControllingPlayer, out responsePlayer) || gamePadDisconnected) { //ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); ScreenManager.AddScreen(new MainOptionScreen(true), ControllingPlayer); } #endregion #region RESTART LEVEL ON Y if (input.IsYPressed(ControllingPlayer, out responsePlayer)) { LoadingScreen.Load(ScreenManager, false, ControllingPlayer, new GameplayScreen(LevelDataManager.world, LevelDataManager.level)); ExitScreen(); } #endregion #region CAMERA ZOOM if (gamePadState.IsButtonDown(Buttons.LeftShoulder)) { if (Camera.zoom > 0.6f) { Camera.zoom = (Math.Max(Camera.zoom - 0.008f, 0.6f)); Camera.ZoomTo(Camera.zoom); Camera.IsScrolling = false; Camera.AutoScroll = false; } } //if (input.IsLShoulderPressed(controllingPlayer, out responsePlayer)) //{ // if (Camera.zoom - 0.1f < 0.6f) Camera.ZoomTo(0.6f); // else Camera.ZoomTo(Camera.zoom - 0.1f); // Camera.IsScrolling = false; // Camera.AutoScroll = false; //} if (gamePadState.IsButtonDown(Buttons.RightShoulder)) { if (Camera.zoom < 1f) { Camera.zoom = (Math.Min(Camera.zoom + 0.008f,1f)); Camera.ZoomTo(Camera.zoom); Camera.IsScrolling = false; Camera.AutoScroll = false; } } //if (input.IsRShoulderPressed(controllingPlayer, out responsePlayer)) //{ // if (Camera.zoom + 0.1f > 1f) Camera.ZoomTo(1f); // else Camera.ZoomTo(Camera.zoom + 0.1f); // Camera.IsScrolling = false; // Camera.AutoScroll = false; //} #endregion #region CAMERA MOVEMENT cameraMovement = Vector2.Zero; #if WINDOWS if (keyboardState.IsKeyDown(Keys.Left)) cameraMovement.X--; if (keyboardState.IsKeyDown(Keys.Right)) cameraMovement.X++; if (keyboardState.IsKeyDown(Keys.Up)) cameraMovement.Y--; if (keyboardState.IsKeyDown(Keys.Down)) cameraMovement.Y++; #endif cameraMovement += new Vector2(gamePadState.ThumbSticks.Right.X,-gamePadState.ThumbSticks.Right.Y); if(cameraMovement != Vector2.Zero) { Camera.IsScrolling = false; Camera.AutoScroll = false; Camera.Move(cameraMovement * 20f); } #endregion #region CLICK R STICK TO RESET CAMERA if(gamePadState.IsButtonDown(Buttons.RightStick)) { Camera.ZoomTo(1f); Camera.ScrollTo(shotManager.shot.Location, 0); Camera.IsScrolling = true; } #endregion //if (keyboardState.IsKeyDown(Keys.U)) blurAlpha += 0.01f; //TESTING //if (keyboardState.IsKeyDown(Keys.I)) blurAlpha -= 0.01f; //TESTING //MathHelper.Clamp(blurAlpha, 0f, 1f); //TESTINIG switch (levelState) { case LevelState.Intro: { if (input.IsAPressed(ControllingPlayer, out responsePlayer)) { introManager.AisPressed(); } if (input.IsBPressed(ControllingPlayer, out responsePlayer)) { introManager.Finish(); } break; } case LevelState.Countdown: case LevelState.Aim: { #region CHANGE AMMO/POWERUP DPAD OR FTGH //if (input.IsDpadLeftPressed(controllingPlayer, out responsePlayer)) shotManager.ChangeSelectedAmmo(-1); if (input.IsXPressed(controllingPlayer, out responsePlayer)) shotManager.ChangeSelectedAmmo(1); //if (input.IsYPressed(controllingPlayer, out responsePlayer)) shotManager.ChangePowerBarrel(1); //if (input.IsYPressed(controllingPlayer, out responsePlayer)) isAimLocked = !isAimLocked; //if (input.IsDpadDownPressed(controllingPlayer, out responsePlayer)) shotManager.ChangePowerBarrel(-1); #endregion #region FIRING POWER #if WINDOWS if (keyboardState.IsKeyDown(Keys.D)) { firingPower += (GameSettings.MaxFiringPower - GameSettings.MinFiringPower) *0.02f; firingPower = MathHelper.Clamp(firingPower, GameSettings.MinFiringPower, GameSettings.MaxFiringPower); } if (keyboardState.IsKeyDown(Keys.A)) { firingPower -= (GameSettings.MaxFiringPower - GameSettings.MinFiringPower) *0.02f; firingPower = MathHelper.Clamp(firingPower, GameSettings.MinFiringPower, GameSettings.MaxFiringPower); } #endif if (gamePadState.IsButtonDown(Buttons.RightTrigger)) { firingPower += (GameSettings.MaxFiringPower - GameSettings.MinFiringPower) * 0.02f; firingPower = MathHelper.Clamp(firingPower, GameSettings.MinFiringPower, GameSettings.MaxFiringPower); } if (gamePadState.IsButtonDown(Buttons.LeftTrigger)) { firingPower -= (GameSettings.MaxFiringPower - GameSettings.MinFiringPower) * 0.02f; firingPower = MathHelper.Clamp(firingPower, GameSettings.MinFiringPower, GameSettings.MaxFiringPower); } if (gamePadState.IsButtonDown(Buttons.DPadUp)) { firingPower++; firingPower = MathHelper.Clamp(firingPower, GameSettings.MinFiringPower, GameSettings.MaxFiringPower); } if (gamePadState.IsButtonDown(Buttons.DPadDown)) { firingPower--; firingPower = MathHelper.Clamp(firingPower, GameSettings.MinFiringPower, GameSettings.MaxFiringPower); } #endregion #region FIRING ANGLE/DIRECTION #if WINDOWS if (keyboardState.IsKeyDown(Keys.S)) firingAngle--; if (keyboardState.IsKeyDown(Keys.W)) firingAngle++; #endif if (gamePadState.IsButtonDown(Buttons.DPadLeft)) firingAngle += 0.2f; if (gamePadState.IsButtonDown(Buttons.DPadRight)) firingAngle -= 0.2f; firingDirection = new Vector2((float)Math.Cos(MathHelper.ToRadians(firingAngle)), (float)-Math.Sin(MathHelper.ToRadians(firingAngle))); thumbstickL = Vector2.Zero; thumbstickL = gamePadState.ThumbSticks.Left; if (thumbstickL != Vector2.Zero) { if (thumbstickL.Length() >= lastThumbstick.Length() - 0.1f) { lastThumbstick = thumbstickL; thumbstickL.Normalize(); firingDirection = thumbstickL * invertYThumbstick; if (firingDirection.Y <= 0) firingAngle = MathHelper.ToDegrees((float)Math.Acos(firingDirection.X)); if (firingDirection.Y > 0) firingAngle = -MathHelper.ToDegrees((float)Math.Acos(firingDirection.X)); } } #endregion #region max power for powerup/relay if (shotManager.ActivePowerUpBarrel.TextureIndex == 4 || shotManager.ActivePowerUpBarrel.TextureIndex == 6 || shotManager.ActivePowerUpBarrel.TextureIndex == 7 || shotManager.ActivePowerUpBarrel.TextureIndex == 8) { //normal } else { firingPower = GameSettings.MaxFiringPower; } #endregion #region CALCULATE POSITIONS FOR POWER BAR AND SHOT AIM PATH firingForce = firingDirection * firingPower; barrelEndLocation = new Vector2(firingLocation.X + (firingDirection.X * 96f), firingLocation.Y + (firingDirection.Y * 96f)); powerTargetFill = (firingPower - powerMod)/powerSlope; powerTargetLocation = new Vector2((int)(powerBarLocation.X - 24 + (powerTargetFill * powerBar.Width)), powerBarLocation.Y - 36); #endregion #region ADVANCE GAME STATE (AND INITIALIZE POWER FILL) ON "A" if (input.IsAPressed(ControllingPlayer, out responsePlayer)) { if (countdown < 5 || levelState == LevelState.Aim) { lastThumbstick = Vector2.Zero; powerBarFillRate = firingPower / 1500f; powerBarFill = 0f; if (levelState == LevelState.Countdown) { countdown = -0.5f; shotManager.shot.spriteBody.Enabled = true; } levelState = LevelState.Power; } } #endregion break; } case LevelState.Power: { #region CALCULATE POSITIONS FOR POWER BAR AND SHOT AIM PATH firingForce = firingDirection * firingPower; barrelEndLocation = new Vector2(firingLocation.X + (firingDirection.X * 96f), firingLocation.Y + (firingDirection.Y * 96f)); powerTargetFill = (firingPower - powerMod) / powerSlope; powerTargetLocation = new Vector2((int)(powerBarLocation.X - 24 + (powerTargetFill * powerBar.Width)), powerBarLocation.Y - 36); #endregion //these barrels use the power bar if (shotManager.ActivePowerUpBarrel.TextureIndex == 4 || shotManager.ActivePowerUpBarrel.TextureIndex == 6 || shotManager.ActivePowerUpBarrel.TextureIndex == 7 || shotManager.ActivePowerUpBarrel.TextureIndex == 8) { if (input.IsAPressed(ControllingPlayer, out responsePlayer)) { powerSetBarFill = powerBarFill; powerSetLocation = new Vector2((int)(powerBarLocation.X - 24 + (powerSetBarFill * powerBar.Width)), powerBarLocation.Y - 36); //test of angle change on inaccuracy actualPower = firingPower; float misfireDirection = LevelDataManager.rand.Next(0,2); if (misfireDirection == 0) misfireDirection = -1; //if (shotManager.selectedAmmo == 0) misfireDirection *= 0.5f; //apple is twice as accurate if (GameSettings.CheatHardMode) misfireDirection *= 2.0f; //cheat float actualFiringAngle = firingAngle + (misfireDirection * misfireAngle * (Math.Max(Math.Abs(powerTargetFill - powerSetBarFill)-0.025f,0))); //5% tolerance on firing //apply cheat if (GameSettings.CheatSharpshooter) actualFiringAngle = firingAngle; firingForce = new Vector2((float)Math.Cos(MathHelper.ToRadians(actualFiringAngle)), (float)-Math.Sin(MathHelper.ToRadians(actualFiringAngle))) * actualPower; barrelEndLocation = new Vector2(firingLocation.X + (firingForce.X / actualPower) * 96, firingLocation.Y + (firingForce.Y / actualPower) * 96); shotManager.ActivePowerUpBarrel.TotalRotation = MathHelper.ToRadians(90.0f - actualFiringAngle); shotManager.CreateFruitShot(barrelEndLocation, physicsWorld); if (shotManager.ActivePowerUpBarrel.TextureIndex != 6) { shotManager.CreatePowerUpShot(shotManager.shot, barrelEndLocation, physicsWorld, ConvertUnits.ToSimUnits(firingForce)); } //perfect shot effects if (actualFiringAngle == firingAngle) contactListener.ShotWasPerfect(shotManager.shot, shotManager.ActivePowerUpBarrel); //for fruit, tnt, cannonball generate rotation based on misfire level if (shotManager.ActivePowerUpBarrel.TextureIndex == 6 || shotManager.ActivePowerUpBarrel.TextureIndex == 4 || shotManager.ActivePowerUpBarrel.TextureIndex == 7 || shotManager.ActivePowerUpBarrel.TextureIndex == 8 || shotManager.ActivePowerUpBarrel.TextureIndex == 0) { shotManager.shot.spriteBody.AngularVelocity = (powerTargetFill - powerSetBarFill) * -100f; shotManager.shot.spriteBody.AngularVelocity = Math.Max(-20, shotManager.shot.spriteBody.AngularVelocity); shotManager.shot.spriteBody.AngularVelocity = Math.Min(20, shotManager.shot.spriteBody.AngularVelocity); } if (GameSettings.CheatFaster) firingForce *= 2.0f; //cheat shotManager.shot.spriteBody.LinearVelocity = ConvertUnits.ToSimUnits(firingForce); contactListener.FireShot(barrelEndLocation, shotManager.ActivePowerUpBarrel); shotNumber += 1; if (shotNumber > LevelDataManager.levelData[LevelDataManager.world, LevelDataManager.level].bronze) isFailed = true; Camera.IsScrolling = true; levelState = LevelState.Fire; break; } if (input.IsBPressed(ControllingPlayer, out responsePlayer)) { powerBarFill = 0f; levelState = LevelState.Aim; break; } } else { actualPower = GameSettings.MaxFiringPower; firingForce = new Vector2((float)Math.Cos(MathHelper.ToRadians(firingAngle)), (float)-Math.Sin(MathHelper.ToRadians(firingAngle))) * actualPower; barrelEndLocation = new Vector2(firingLocation.X + (firingForce.X / actualPower) * 96, firingLocation.Y + (firingForce.Y / actualPower) * 96); shotManager.ActivePowerUpBarrel.TotalRotation = MathHelper.ToRadians(90.0f - firingAngle); shotManager.CreateFruitShot(barrelEndLocation,physicsWorld); if (shotManager.ActivePowerUpBarrel.TextureIndex != 6) shotManager.CreatePowerUpShot(shotManager.shot, barrelEndLocation, physicsWorld, ConvertUnits.ToSimUnits(firingForce)); if (GameSettings.CheatFaster) firingForce *= 2.0f; //cheat shotManager.shot.spriteBody.LinearVelocity = ConvertUnits.ToSimUnits(firingForce); contactListener.FireShot(barrelEndLocation, shotManager.ActivePowerUpBarrel); shotNumber += 1; if (shotNumber > LevelDataManager.levelData[LevelDataManager.world, LevelDataManager.level].bronze) isFailed = true; Camera.IsScrolling = true; levelState = LevelState.Fire; break; } break; } case LevelState.Fire: { // Press A to activate shot ability if (input.IsAPressed(ControllingPlayer, out responsePlayer)) { #region shot ability //if not already activated if (shotManager.shot.IsVisible && shotManager.shot.pathingTravelled == 0f && shotManager.shot.TextureID == 20 && shotManager.shot.spriteBody.LinearVelocity.Length() > 1f) { shotManager.shot.pathingTravelled = 0.001f;//ability now used and wont pass check again int spriteRow = shotManager.shot.TextureIndex / LevelDataManager.SpritesInRow(shotManager.shot); switch (spriteRow) { case 0: case 1: case 2: { //apple if (GameSettings.isAppleJump) { shotManager.isAppleCopter = true; shotManager.shot.pathing = Sprite.Pathing.Linear; shotManager.shot.PathingSpeed = 0; shotManager.shot.spriteBody.ResetDynamics(); shotManager.shot.spriteBody.ApplyLinearImpulse(new Vector2(0, -6)); contactListener.DoPoof(shotManager.shot); shotManager.shot.spriteBody.AngularVelocity = 0; shotManager.shot.spriteBody.SetTransform(shotManager.shot.spriteBody.Position, 0f); } break; } case 3: { //orange shotManager.shot.pathing = Sprite.Pathing.Linear; shotManager.shot.spriteBody.LinearVelocity.Normalize(); shotManager.shot.PathingRadiusY = (int)shotManager.shot.spriteBody.LinearVelocity.Y * 100000; shotManager.shot.PathingRadiusX = (int)shotManager.shot.spriteBody.LinearVelocity.X * 100000; shotManager.shot.PathingSpeed = 2000; shotManager.shot.spriteBody.ResetDynamics(); shotManager.shot.spriteBody.LinearVelocity = ConvertUnits.ToSimUnits(new Vector2(10f, 10f)); //so it isnt motionless in physics and shot ends shotManager.shot.spriteBody.IgnoreGravity = true; shotManager.shot.InitializePathing(); break; } case 4: { //strawberry shotManager.shot.spriteBody.Rotation = 0; shotManager.shot.spriteBody.AngularVelocity = 0; shotManager.shot.pathing = Sprite.Pathing.Linear; shotManager.shot.PathingRadiusY = 100000; shotManager.shot.PathingRadiusX = 0; shotManager.shot.PathingSpeed = 2000; shotManager.shot.spriteBody.ResetDynamics(); shotManager.shot.spriteBody.LinearVelocity = ConvertUnits.ToSimUnits(new Vector2(10f, 10f)); //so it isnt motionless in physics and shot ends shotManager.shot.spriteBody.IgnoreGravity = true; shotManager.shot.InitializePathing(); break; } case 5: { //cherry shotManager.CreateSplitShot(physicsWorld, PlayArea); break; } case 6: { contactListener.ActivateBanana(shotManager.shot); break; } case 7: { contactListener.ActivateLemon(shotManager.shot); break; } case 8: { //watermelon break; } default: break; } }//end if not already activated #endregion }//end if a pressed if (input.IsBPressed(ControllingPlayer, out responsePlayer)) { if (shotManager.shot.IsVisible) shotManager.shot.IsHit = true; //if (shotManager.shot.TextureIndex == 35) if(shotManager.isSplit) { if (shotManager.splitShot[0].spriteBody != null && shotManager.splitShot[0].IsVisible) shotManager.splitShot[0].IsHit = true; if (shotManager.splitShot[1].spriteBody != null && shotManager.splitShot[1].IsVisible) shotManager.splitShot[1].IsHit = true; if (shotManager.splitShot[2].spriteBody != null && shotManager.splitShot[2].IsVisible) shotManager.splitShot[2].IsHit = true; } } #region if apple jump ability active if (shotManager.isAppleCopter) { thumbstickL = Vector2.Zero; thumbstickL = gamePadState.ThumbSticks.Left; if (thumbstickL != Vector2.Zero) { thumbstickL.Normalize(); if (thumbstickL.Y > 0) thumbstickL = new Vector2(thumbstickL.X, 0); thumbstickL *= invertYThumbstick; if (shotManager.shot.Scale != 1f) thumbstickL *= 4f; } shotManager.shot.spriteBody.ApplyLinearImpulse(new Vector2(thumbstickL.X * 0.4f, 0f)); //terminal velocity shotManager.shot.spriteBody.LinearVelocity = new Vector2(MathHelper.Clamp(shotManager.shot.spriteBody.LinearVelocity.X, -12f, 12f), MathHelper.Clamp(shotManager.shot.spriteBody.LinearVelocity.Y, -12f, 2.5f)); } #endregion break; } case LevelState.PowerUpAim: { #region FIRING ANGLE/DIRECTION #if WINDOWS if (keyboardState.IsKeyDown(Keys.S)) firingAngle--; if (keyboardState.IsKeyDown(Keys.W)) firingAngle++; #endif if (gamePadState.IsButtonDown(Buttons.DPadLeft)) firingAngle += 0.2f; if (gamePadState.IsButtonDown(Buttons.DPadRight)) firingAngle -= 0.2f; firingDirection = new Vector2((float)Math.Cos(MathHelper.ToRadians(firingAngle)), (float)-Math.Sin(MathHelper.ToRadians(firingAngle))); thumbstickL = Vector2.Zero; thumbstickL = gamePadState.ThumbSticks.Left; if (thumbstickL != Vector2.Zero) { if (thumbstickL.Length() >= lastThumbstick.Length() - 0.1f) { lastThumbstick = thumbstickL; thumbstickL.Normalize(); firingDirection = thumbstickL * invertYThumbstick; if (firingDirection.Y <= 0) firingAngle = MathHelper.ToDegrees((float)Math.Acos(firingDirection.X)); if (firingDirection.Y > 0) firingAngle = -MathHelper.ToDegrees((float)Math.Acos(firingDirection.X)); } } #endregion firingPower = GameSettings.MaxFiringPower; firingForce = firingDirection * firingPower; barrelEndLocation = new Vector2(shotManager.ActivePowerUpBarrel.SpriteCenterInWorld.X + (firingDirection.X * 96f), shotManager.ActivePowerUpBarrel.SpriteCenterInWorld.Y + (firingDirection.Y * 96f)); if (input.IsAPressed(ControllingPlayer, out responsePlayer)) { actualPower = firingPower; firingForce = new Vector2((float)Math.Cos(MathHelper.ToRadians(firingAngle)), (float)-Math.Sin(MathHelper.ToRadians(firingAngle))) * actualPower; barrelEndLocation = new Vector2(shotManager.ActivePowerUpBarrel.SpriteCenterInWorld.X + (firingForce.X / actualPower) * 96, shotManager.ActivePowerUpBarrel.SpriteCenterInWorld.Y + (firingForce.Y / actualPower) * 96); shotManager.ActivePowerUpBarrel.TotalRotation = MathHelper.ToRadians(90 - firingAngle); shotManager.CreatePowerUpShot(shotManager.shot, barrelEndLocation, physicsWorld, ConvertUnits.ToSimUnits(firingForce)); //for fruit, tnt, cannonball rotation if (shotManager.ActivePowerUpBarrel.TextureIndex == 6 || shotManager.ActivePowerUpBarrel.TextureIndex == 4 || shotManager.ActivePowerUpBarrel.TextureIndex == 7 || shotManager.ActivePowerUpBarrel.TextureIndex == 8 || shotManager.ActivePowerUpBarrel.TextureIndex == 0) { shotManager.shot.spriteBody.AngularVelocity = LevelDataManager.rand.Next(-100, 100) * 0.1f; } if (GameSettings.CheatFaster) firingForce *= 2.0f; //cheat shotManager.shot.spriteBody.LinearVelocity = ConvertUnits.ToSimUnits(firingForce); contactListener.FireShot(barrelEndLocation,shotManager.ActivePowerUpBarrel); Camera.IsScrolling = true; lastThumbstick = Vector2.Zero; levelState = LevelState.PowerUpFire; } break; } case LevelState.PowerUpFire: { // Press A to activate shot ability if (input.IsAPressed(ControllingPlayer, out responsePlayer)) { #region shot ability //if shot visible, not acivated, is a fruit and is minimum speed if (shotManager.shot.IsVisible && shotManager.shot.pathingTravelled == 0f && shotManager.shot.TextureID == 20 && shotManager.shot.spriteBody.LinearVelocity.Length() > 1f) { shotManager.shot.pathingTravelled = 0.001f;//ability now used and wont pass check again int spriteRow = shotManager.shot.TextureIndex / LevelDataManager.SpritesInRow(shotManager.shot); switch (spriteRow) { case 0: case 1: case 2: { //apple if (GameSettings.isAppleJump) { shotManager.isAppleCopter = true; shotManager.shot.pathing = Sprite.Pathing.Linear; shotManager.shot.PathingSpeed = 0; shotManager.shot.spriteBody.ResetDynamics(); shotManager.shot.spriteBody.ApplyLinearImpulse(new Vector2(0, -6)); contactListener.DoPoof(shotManager.shot); shotManager.shot.spriteBody.AngularVelocity = 0; shotManager.shot.spriteBody.SetTransform(shotManager.shot.spriteBody.Position, 0f); } break; } case 3: { //orange shotManager.shot.pathing = Sprite.Pathing.Linear; shotManager.shot.spriteBody.LinearVelocity.Normalize(); shotManager.shot.PathingRadiusY = (int)shotManager.shot.spriteBody.LinearVelocity.Y * 100000; shotManager.shot.PathingRadiusX = (int)shotManager.shot.spriteBody.LinearVelocity.X * 100000; shotManager.shot.PathingSpeed = 2000; shotManager.shot.spriteBody.ResetDynamics(); shotManager.shot.spriteBody.LinearVelocity = ConvertUnits.ToSimUnits(new Vector2(10f, 10f)); //so it isnt motionless in physics and shot ends shotManager.shot.spriteBody.IgnoreGravity = true; shotManager.shot.InitializePathing(); break; } case 4: { //strawberry shotManager.shot.spriteBody.Rotation = 0; shotManager.shot.spriteBody.AngularVelocity = 0; shotManager.shot.pathing = Sprite.Pathing.Linear; shotManager.shot.PathingRadiusY = 100000; shotManager.shot.PathingRadiusX = 0; shotManager.shot.PathingSpeed = 2000; shotManager.shot.spriteBody.ResetDynamics(); shotManager.shot.spriteBody.LinearVelocity = ConvertUnits.ToSimUnits(new Vector2(10f, 10f)); //so it isnt motionless in physics and shot ends shotManager.shot.spriteBody.IgnoreGravity = true; shotManager.shot.InitializePathing(); break; } case 5: { //cherry shotManager.CreateSplitShot(physicsWorld, PlayArea); break; } case 6: { contactListener.ActivateBanana(shotManager.shot); break; } case 7: { contactListener.ActivateLemon(shotManager.shot); break; } case 8: { //watermelon break; } default: break; } }//end if not already activated #endregion }//end if a pressed if (input.IsBPressed(ControllingPlayer, out responsePlayer)) { if (shotManager.shot.IsVisible) shotManager.shot.IsHit = true; //if (shotManager.shot.TextureIndex == 35) if(shotManager.isSplit) { if (shotManager.splitShot[0].spriteBody != null && shotManager.splitShot[0].IsVisible) shotManager.splitShot[0].IsHit = true; if (shotManager.splitShot[1].spriteBody != null && shotManager.splitShot[1].IsVisible) shotManager.splitShot[1].IsHit = true; if (shotManager.splitShot[2].spriteBody != null && shotManager.splitShot[2].IsVisible) shotManager.splitShot[2].IsHit = true; } } #region if apple jump ability active if (shotManager.isAppleCopter) { thumbstickL = Vector2.Zero; thumbstickL = gamePadState.ThumbSticks.Left; if (thumbstickL != Vector2.Zero) { thumbstickL.Normalize(); if (thumbstickL.Y > 0) thumbstickL = new Vector2(thumbstickL.X, 0); thumbstickL *= invertYThumbstick; if (shotManager.shot.Scale != 1f) thumbstickL *= 4f; } shotManager.shot.spriteBody.ApplyLinearImpulse(new Vector2(thumbstickL.X * 0.4f, 0f)); //terminal velocity shotManager.shot.spriteBody.LinearVelocity = new Vector2(MathHelper.Clamp(shotManager.shot.spriteBody.LinearVelocity.X, -12f, 12f), MathHelper.Clamp(shotManager.shot.spriteBody.LinearVelocity.Y, -12f, 2.5f)); } #endregion break; } case LevelState.Win: { break; } default: break; } //check end of shot if (shotManager.shot.IsExpired) { if (input.IsAPressed(ControllingPlayer, out responsePlayer)) EndOfShot(); } }
/// <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) || input.IsNewMouseLeftClick() ) { // 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(); } }
/// <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) { }
public override void HandleInput(InputState input) { if (player.State != MediaState.Stopped) { if (input.IsAnyFourPressed(ControllingPlayer, out playerIndex) || input.IsMenuSelect(ControllingPlayer, out playerIndex)) { ControllingPlayer = playerIndex; player.Stop(); } } else { if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { ControllingPlayer = playerIndex; // prompt for a device on the first Update we can if (!isPrompt) sharedSaveDevice.PromptForDevice(); } } }
public override void HandleInput(InputState input) { base.HandleInput(input); if (input.IsLTriggerPressed(ControllingPlayer, out playerIndex)) { LevelDataManager.nextworld -= 1; if (LevelDataManager.nextworld < 0) LevelDataManager.nextworld = 6; ScreenManager.AddScreen(new LevelSelectScreen(), ControllingPlayer); ExitScreen(); } if (input.IsRTriggerPressed(ControllingPlayer, out playerIndex)) { LevelDataManager.nextworld += 1; if (LevelDataManager.nextworld > 6) LevelDataManager.nextworld = 0; ScreenManager.AddScreen(new LevelSelectScreen(), ControllingPlayer); ExitScreen(); } // Move to the previous menu entry if (input.IsMenuUp(ControllingPlayer, out playerIndex)) { if (menuType == MenuType.LevelGrid) { selectedEntry -= 5; if (selectedEntry < 0) selectedEntry += numberOfLevels; } } // Move to the next menu entry if (input.IsMenuDown(ControllingPlayer, out playerIndex)) { if (menuType == MenuType.LevelGrid) { selectedEntry += 5; if (selectedEntry >= numberOfLevels) selectedEntry -= numberOfLevels; } } }
public override void HandleInput(InputState input) { if (input.IsXPressed(ControllingPlayer, out playerIndex)) { GameSettings.Cheating = false; SetMenuEntryText(); } base.HandleInput(input); }