Esempio n. 1
0
 public override void HandleInput(InputState input)
 {
     base.HandleInput(input);
 }
Esempio n. 2
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        /// <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;

                soundMenu1Instance = soundMenu1.CreateInstance();
                soundMenu1Instance.Volume = 0.50f;
                soundMenu1Instance.Play(); // play menu sound effect
            }

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

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

                soundMenu1Instance = soundMenu1.CreateInstance();
                soundMenu1Instance.Volume = 0.50f;
                soundMenu1Instance.Play(); // play menu sound effect
            }

            // 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);
            }

            if (input.CurrentKeyboardStates[(int)playerIndex].IsKeyDown(Keys.Escape))
            {
                keyboardEntry = "Escape";
            }
            else if (input.CurrentKeyboardStates[(int)playerIndex].IsKeyDown(Keys.Enter) || input.CurrentKeyboardStates[(int)playerIndex].IsKeyDown(Keys.Space))
            {
                keyboardEntry = "Enter";
            }
            else
            {
                keyboardEntry = ""; // default entry for other keyboard input
            }
            inputCheck = 1; // new user input found
        }
Esempio n. 3
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 /// <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)
 {
 }
Esempio n. 4
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        /// <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. 5
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;

            //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. 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[playerIndex];

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

            //    if (keyboardState.IsKeyDown(Keys.A))
            //        movement.X--;

            //    if (keyboardState.IsKeyDown(Keys.D))
            //        movement.X++;

            //    if (keyboardState.IsKeyDown(Keys.W))
            //        movement.Y--;

            //    if (keyboardState.IsKeyDown(Keys.S))
            //        movement.Y++;

            //    Vector2 thumbstick = gamePadState.ThumbSticks.Left;

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

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

            //    playerPosition += movement * 2;
            //}
            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. 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[playerIndex];

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

                if (keyboardState.IsKeyDown(Keys.W))
                {
                    if (OtherKeysUp(keyboardState, Keys.W))
                        soundInstance.Play();
                    movement.Y--;
                }
                if (keyboardState.IsKeyDown(Keys.S))
                {
                    if (OtherKeysUp(keyboardState, Keys.S))
                        soundInstance.Play();
                    movement.Y++;
                }
                if (keyboardState.IsKeyDown(Keys.A))
                {
                    if (OtherKeysUp(keyboardState, Keys.A))
                        soundInstance.Play();
                    movement.X--;
                }
                if (keyboardState.IsKeyDown(Keys.D))
                {
                    if (OtherKeysUp(keyboardState, Keys.D))
                        soundInstance.Play();
                    movement.X++;
                }
                if (keyboardState.IsKeyDown(Keys.Up))
                {
                    if (OtherKeysUp(keyboardState, Keys.Up))
                        soundInstance.Play();
                    movement.Y--;
                }
                if (keyboardState.IsKeyDown(Keys.Down))
                {
                    if (OtherKeysUp(keyboardState, Keys.Down))
                        soundInstance.Play();
                    movement.Y++;
                }
                if (keyboardState.IsKeyDown(Keys.Left))
                {
                    if (OtherKeysUp(keyboardState, Keys.Left))
                        soundInstance.Play();
                    movement.X--;
                }
                if (keyboardState.IsKeyDown(Keys.Right))
                {
                    if (OtherKeysUp(keyboardState, Keys.Right))
                        soundInstance.Play();
                    movement.X++;
                }
                if (keyboardState.IsKeyDown(Keys.RightControl))
                {
                    if (OtherKeysUp(keyboardState, Keys.RightControl) || keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up)
                        || keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down) || keyboardState.IsKeyDown(Keys.A)
                        || keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
                        plasmarayInstance.Play();
                }
                if (keyboardState.IsKeyUp(Keys.W) && OtherKeysUp(keyboardState, Keys.W))
                    soundInstance.Stop();
                if (keyboardState.IsKeyUp(Keys.Up) && OtherKeysUp(keyboardState, Keys.Up))
                    soundInstance.Stop();
                if (keyboardState.IsKeyUp(Keys.S) && OtherKeysUp(keyboardState, Keys.S))
                    soundInstance.Stop();
                if (keyboardState.IsKeyUp(Keys.Down) && OtherKeysUp(keyboardState, Keys.Down))
                    soundInstance.Stop();
                if (keyboardState.IsKeyUp(Keys.A) && OtherKeysUp(keyboardState, Keys.A))
                    soundInstance.Stop();
                if (keyboardState.IsKeyUp(Keys.Left) && OtherKeysUp(keyboardState, Keys.Left))
                    soundInstance.Stop();
                if (keyboardState.IsKeyUp(Keys.D) && OtherKeysUp(keyboardState, Keys.D))
                    soundInstance.Stop();
                if (keyboardState.IsKeyUp(Keys.Right) && OtherKeysUp(keyboardState, Keys.Right))
                    soundInstance.Stop();
                if (keyboardState.IsKeyUp(Keys.RightControl) && (OtherKeysUp(keyboardState, Keys.RightControl) || keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up)
                        || keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down) || keyboardState.IsKeyDown(Keys.A)
                        || keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right)))
                    plasmarayInstance.Stop();
                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

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

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

                playerPosition += movement * 2;
            }
        }