/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { if (startPressed || front == false) //dont lock controls unless its the main menu (front) { // Move to the previous menu entry? if (input.IsMenuUp(ControllingPlayer)) { GameStateManagementGame.menuup.Play(); selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.IsMenuDown(ControllingPlayer)) { GameStateManagementGame.menudown.Play(); 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); } } else if(front) { if ((input.CurrentGamePadStates[0].Buttons.Start == ButtonState.Pressed && input.LastGamePadStates[0].Buttons.Start == ButtonState.Released) || (input.CurrentGamePadStates[0].Buttons.A == ButtonState.Pressed && input.LastGamePadStates[0].Buttons.A == ButtonState.Released) || (input.CurrentKeyboardStates[0].IsKeyDown(Keys.Enter) && input.LastKeyboardStates[0].IsKeyUp(Keys.Enter))) { GameStateManagementGame.menustart.Play(); startPressed = true; } } }
/// <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)); GameStateManagementGame.menuback.Play(); ExitScreen(); } }
/// <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; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; // The game pauses either if the user presses the pause button, or if they unplug the active gamepad. bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(true), ControllingPlayer); } }
/// <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.IsMenuCancel(ControllingPlayer, out playerIndex) || input.IsMenuSelect(ControllingPlayer, out playerIndex)) && preSkipDelay <= 0) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); GameStateManagementGame.menuselect.Play(); MainMenuScreen.gamePlayScreen.killAllEnemyThreads(); ExitScreen(); if (!lastLevel) { GameStateManagementGame.level1Time = gameClock; MainMenuScreen.gamePlayScreen2 = new GameplayScreen2(); LoadingScreen.Load(ScreenManager, true, 0, MainMenuScreen.gamePlayScreen2); } else { GameStateManagementGame.level2Time = gameClock; GameStateManagementGame.gameSongsCue.Stop(AudioStopOptions.AsAuthored); GameStateManagementGame.music = 0; LoadingScreen.Load(ScreenManager, false, null, new GameCompleteScreen()); } } }
/// <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) { }
/// <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.IsMenuCancel(ControllingPlayer, out playerIndex) || input.IsMenuSelect(ControllingPlayer, out playerIndex)) && preSwoopDelay <= 0) { if (skipStage == 0) { gradeSlideTransition = 0.0f; gradeBoxPos = finalGradeBoxPos; gradeScale = 1f; commentAlpha = 1f; totalTime += GameStateManagementGame.level1Time + GameStateManagementGame.level2Time; GameStateManagementGame.level1Time = 0; GameStateManagementGame.level2Time = 0; GameStateManagementGame.menuselect.Play(); skipStage = 1; } else if (skipStage == 1) { GameStateManagementGame.menuselect.Play(); skipStage = 2; } else if (skipStage == 2) { gradeSlideTransition = 1.0f; gradeBoxPos = new Vector2(-550f, 165f); creditsSlideTransition = 0.0f; creditsBoxPos = finalCreditsBoxPos; GameStateManagementGame.menuselect.Play(); skipStage = 3; } else if (skipStage == 3) { GameStateManagementGame.gameSongsCue.Stop(AudioStopOptions.AsAuthored); GameStateManagementGame.menuselect.Play(); skipStage = 4; } } }