コード例 #1
0
ファイル: StartButton.cs プロジェクト: walterlv/reversi-game
        public override void Update(GameTime gameTime)
        {
            if (curGame.IsActive)
            {
                // 获取鼠标状态
                lastMouseState    = currentMouseState;
                currentMouseState = Mouse.GetState();
                bool isMouseInUp = false, isMouseInDown = false;
                if (currentMouseState.X >= buttonRectangle.Left && currentMouseState.Y >= buttonRectangle.Top &&
                    currentMouseState.X <= buttonRectangle.Right && currentMouseState.Y <= buttonRectangle.Bottom)
                {
                    if (currentMouseState.Y <= buttonRectangle.CenterY)
                    {
                        isMouseInUp = true;
                    }
                    else
                    {
                        isMouseInDown = true;
                    }
                }
                if (isMouseInUp || isMouseInDown)
                {
                    if (type == SettingType.Start)
                    {
                        buttonTexture = buttonStartRollTexture;
                    }
                    else if (type == SettingType.Pause)
                    {
                        if (isMouseInUp)
                        {
                            buttonTexture = buttonResumeRollTexture;
                        }
                        else if (isMouseInDown)
                        {
                            buttonTexture = buttonRestartRollTexture;
                        }
                    }
                    // 如果单击鼠标左键
                    if ((currentMouseState.LeftButton == ButtonState.Released) && (lastMouseState.LeftButton == ButtonState.Pressed))
                    {
                        if (type == SettingType.Start || isMouseInDown)
                        {
                            startButtonClicked = true;
                        }
                        else
                        {
                            resumeButtonClicked = true;
                        }
                    }
                }
                // 当按下 Enter 键时
                lastKeyboardState    = currentKeyboardState;
                currentKeyboardState = Keyboard.GetState(Keys.Enter);
                if (currentKeyboardState.IsKeyUp(Keys.Enter) && lastKeyboardState.IsKeyDown(Keys.Enter))
                {
                    if (type == SettingType.Start)
                    {
                        startButtonClicked = true;
                    }
                    else
                    {
                        resumeButtonClicked = true;
                    }
                }
                if (buttonTexture == null)
                {
                    if (type == SettingType.Start)
                    {
                        buttonTexture = buttonStartNormalTexture;
                    }
                    else if (type == SettingType.Pause)
                    {
                        buttonTexture = buttonResumeNormalTexture;
                    }
                }
            }
//            base.Update(gameTime);
        }
コード例 #2
0
        public override void Update(GameTime gameTime)
        {
            if (settingBoardState == SettingBoardState.Showing)
            {
                settingBoardState = SettingBoardState.Show;
            }
            else if (settingBoardState == SettingBoardState.Show)
            {
                if (startButton.StartButtonClicked)
                {
                    for (int i = 0; i < 2; i++)
                    {
                        PlayerSettings.Player[i].Type = PlayerType[i];
                        if (PlayerType[i] == PlayerTypes.AI)
                        {
                            PlayerSettings.Player[i].AIIndex = AIIndex[i];
                        }
                    }
                    settingBoardState = SettingBoardState.HidingForNewGame;
                }
                else if (startButton.ResumeButtonClicked)
                {
                    settingBoardState = SettingBoardState.HidingForResume;
                }
                else
                {
                    // 绘制选择状态
                    foreach (Piece piece in showPieces)
                    {
                        piece.CurrentDisplay = DisplayState.Normal;
                    }
                    foreach (Piece piece in playerTypePieces)
                    {
                        piece.CurrentDisplay = DisplayState.Normal;
                    }
                    foreach (int i in chooseIndex)
                    {
                        playerTypePieces[i].CurrentDisplay = DisplayState.CanMove;
                    }
                    for (int i = 0; i < AICount; i++)
                    {
                        if (chooseIndex[0] == 1)
                        {
                            aiTypePieces[0, i].PieceState = PieceState.Black;
                        }
                        else
                        {
                            aiTypePieces[0, i].PieceState = PieceState.Empty;
                        }
                        if (chooseIndex[1] == 2)
                        {
                            aiTypePieces[1, i].PieceState = PieceState.White;
                        }
                        else
                        {
                            aiTypePieces[1, i].PieceState = PieceState.Empty;
                        }
                    }
                    if (chooseIndex[0] == 1)
                    {
                        aiTypePieces[0, AIIndex[0]].CurrentDisplay = DisplayState.WillReverse;
                    }
                    if (chooseIndex[1] == 2)
                    {
                        aiTypePieces[1, AIIndex[1]].CurrentDisplay = DisplayState.WillReverse;
                    }
                    if (curGame.IsActive)
                    {
                        // 获取鼠标状态
                        lastMouseState    = currentMouseState;
                        currentMouseState = Mouse.GetState();
                        ReversiPiecePosition tempPosition = Board.IsMouseInPiece(currentMouseState);
                        // 如果移动鼠标
                        if (tempPosition != null)
                        {
                            // 如果划过的是黑白子
                            if (tempPosition.Y == 2)
                            {
                                if (tempPosition.X == 3)
                                {
                                    showPieces[0].CurrentDisplay = DisplayState.WillMove;
                                }
                                else if (tempPosition.X == 4)
                                {
                                    showPieces[1].CurrentDisplay = DisplayState.WillMove;
                                }
                            }
                            // 如果划过的是玩家类型选择
                            else if (tempPosition.Y == 3)
                            {
                                int index = -1;
                                if (tempPosition.X == 1)
                                {
                                    index = 0;
                                }
                                else if (tempPosition.X == 2)
                                {
                                    index = 1;
                                }
                                else if (tempPosition.X == 5)
                                {
                                    index = 2;
                                }
                                else if (tempPosition.X == 6)
                                {
                                    index = 3;
                                }
                                if (index >= 0)
                                {
                                    playerTypePieces[index].CurrentDisplay = DisplayState.WillMove;
                                }
                            }
                            // 如果划过的是AI类型
                            if ((tempPosition.X == 0 || tempPosition.X == 7) && (tempPosition.Y >= 3 && tempPosition.Y <= 2 + AICount))
                            {
                                if (chooseIndex[0] == 1 && tempPosition.X == 0)
                                {
                                    int index = tempPosition.Y - 3;
                                    aiTypePieces[0, index].CurrentDisplay = DisplayState.WillMove;
                                }
                                if (chooseIndex[1] == 2 && tempPosition.X == 7)
                                {
                                    int index = tempPosition.Y - 3;
                                    aiTypePieces[1, index].CurrentDisplay = DisplayState.WillMove;
                                }
                            }
                            // 如果按下鼠标左键
                            if ((currentMouseState.LeftButton == ButtonState.Pressed) && (lastMouseState.LeftButton == ButtonState.Released))
                            {
                                // 如果点击的是黑白子
                                if (tempPosition.Y == 2)
                                {
                                    if (tempPosition.X == 3)
                                    {
                                        chooseIndex[0] = 0; PlayerType[0] = PlayerTypes.Human;
                                        chooseIndex[1] = 2; PlayerType[1] = PlayerTypes.AI;
                                    }
                                    else if (tempPosition.X == 4)
                                    {
                                        chooseIndex[0] = 1; PlayerType[0] = PlayerTypes.AI;
                                        chooseIndex[1] = 3; PlayerType[1] = PlayerTypes.Human;
                                    }
                                }
                                // 如果点击的是玩家类型选择
                                else if (tempPosition.Y == 3)
                                {
                                    if (tempPosition.X == 1)
                                    {
                                        chooseIndex[0] = 0; PlayerType[0] = PlayerTypes.Human;
                                    }
                                    if (tempPosition.X == 2)
                                    {
                                        chooseIndex[0] = 1; PlayerType[0] = PlayerTypes.AI;
                                    }
                                    if (tempPosition.X == 5)
                                    {
                                        chooseIndex[1] = 2; PlayerType[1] = PlayerTypes.AI;
                                    }
                                    if (tempPosition.X == 6)
                                    {
                                        chooseIndex[1] = 3; PlayerType[1] = PlayerTypes.Human;
                                    }
                                }
                                // 如果点击的是AI类型选择
                                if (tempPosition.X == 0 || tempPosition.X == 7)
                                {
                                    if (chooseIndex[0] == 1 && tempPosition.X == 0)
                                    {
                                        AIIndex[0] = tempPosition.Y - 3;
                                    }
                                    if (chooseIndex[1] == 2 && tempPosition.X == 7)
                                    {
                                        AIIndex[1] = tempPosition.Y - 3;
                                    }
                                }
                            }
                        }
                    }
                    foreach (Piece piece in showPieces)
                    {
                        piece.Update(gameTime);
                    }
                    foreach (Piece piece in playerTypePieces)
                    {
                        piece.Update(gameTime);
                    }
                    foreach (Piece piece in aiTypePieces)
                    {
                        piece.Update(gameTime);
                    }
                    startButton.Update(gameTime);
                }
                // 获取键盘状态
                lastKeyboardState    = currentKeyboardState;
                currentKeyboardState = Keyboard.GetState(Keys.Escape);
                // 当按下 Escape 键时
                if (currentKeyboardState.IsKeyUp(Keys.Escape) && lastKeyboardState.IsKeyDown(Keys.Escape))
                {
                    if (settingType == SettingType.Pause)
                    {
                        settingBoardState = SettingBoardState.HidingForResume;
                    }
                }
            }
            else if (settingBoardState == SettingBoardState.HidingForNewGame)
            {
                // TODO: 隐藏动画
                settingBoardState = SettingBoardState.HideForNewGame;
            }
            else if (settingBoardState == SettingBoardState.HidingForResume)
            {
                // TODO: 隐藏动画
                settingBoardState = SettingBoardState.HideForResume;
            }
            else if (settingBoardState == SettingBoardState.HideForNewGame)
            {
                curGame.State = GameState.StartLoad;
            }
            else if (settingBoardState == SettingBoardState.HideForResume)
            {
                curGame.State = GameState.InGame;
            }
//            base.Update(gameTime);
        }
コード例 #3
0
        /// <summary>
        /// 允许游戏允许逻辑例如更新地图, 检查碰撞, 收集输入, 或者播放音效.
        /// </summary>
        /// <param name="gameTime">提供一个游戏时间快照.</param>
        public override void Update(GameTime gameTime)
        {
            // 获取键盘状态
            lastKeyboardState    = currentKeyboardState;
            currentKeyboardState = Keyboard.GetState(Keys.F, Keys.Escape);
            // 当按下 F 键时
            if (currentKeyboardState.IsKeyDown(Keys.F) && lastKeyboardState.IsKeyUp(Keys.F))
            {
                GameSettings.ShowFPS = !(GameSettings.ShowFPS);
            }
            // 开始状态循环
            if (State == GameState.Menu)
            {
                playerSettings.Update(gameTime);
            }
            else if (State == GameState.StartLoad)
            {
                loading.Initialize();
                loading.Update(gameTime);
                board.Initialize();
                State = GameState.Loading;
            }
            else if (State == GameState.Loading)
            {
                loading.Update(gameTime);
            }
            else if (State == GameState.CheckLoaded)
            {
                if (board.IsInitializing)
                {
                    loading.Initialize();
                    loading.Update(gameTime);
                    State = GameState.Loading;
                }
                else
                {
                    board.Update(gameTime);
                    State = GameState.InGame;
                }
            }
            else if (State == GameState.InGame)
            {
                // 当按下 Escape 键时
                if (currentKeyboardState.IsKeyUp(Keys.Escape) && lastKeyboardState.IsKeyDown(Keys.Escape))
                {
                    if (board.CurrentBoardState == BoardState.GameOver)
                    {
                        State = GameState.Menu;
                        playerSettings.Show(SettingType.Start);
                    }
                    else
                    {
                        State = GameState.Pause;
                        playerSettings.Show(SettingType.Pause);
                    }
                    playerSettings.Update(gameTime);
                }
                board.Update(gameTime);
            }
            else if (State == GameState.Pause)
            {
                playerSettings.Update(gameTime);
            }
            else if (State == GameState.Over)
            {
            }
            if (GameSettings.ShowFPS)
            {
                fpsCounter.Update(gameTime);
            }

            base.Update(gameTime);
        }
コード例 #4
0
ファイル: Keyboard.cs プロジェクト: AnotherEpigone/SadConsole
        /// <summary>
        /// Reads the keyboard state from <see cref="GameHost.GetKeyboardState"/>.
        /// </summary>
        /// <param name="elapsedSeconds">Fractional seconds passed since Update was called.</param>
        public void Update(System.TimeSpan elapsedSeconds)
        {
            KeysPressedInternal.Clear();
            KeysReleasedInternal.Clear();

            // Cycle all the keys down known if any are up currently, remove them from KeysDownInternal
            _state = GameHost.Instance.GetKeyboardState();

            bool shiftPressed = _state.IsKeyDown(Keys.LeftShift) || _state.IsKeyDown(Keys.RightShift);

            Keys[] unmappedVirtualKeys = _state.GetPressedKeys();

            for (int i = 0; i < KeysDownInternal.Count;)
            {
                if (_state.IsKeyUp(UnmappedVirtualKeysDown[i]))
                {
                    KeysReleasedInternal.Add(KeysDownInternal[i]);
                    RemoveKeyDownAt(i);
                }
                else
                {
                    i++;
                }
            }

            // KeysDownInternal now contains all the keys that are currently down except potentially newly pressed keys
            // however the shift state may have changed so if there was an 'a' previously and the shift key was
            // just pressed, then the 'a' needs to get replaced with 'A'.

            // For all new keys down, if we don't know them, add them to pressed, add them to down.
            foreach (Keys unmappedVirtualKey in unmappedVirtualKeys)
            {
                bool firstPressed = false;

                AsciiKey key = new AsciiKey();
                AsciiKey keyOppositeShift = new AsciiKey();
                int      activeKeyIndex   = -1;

                // These keys will be mapped since Fill does the mapping automatically
                key.Fill(unmappedVirtualKey, shiftPressed, _state);
                keyOppositeShift.Fill(unmappedVirtualKey, !shiftPressed, _state);

                if (KeysDownInternal.Contains(key))
                {
                    activeKeyIndex = KeysDownInternal.FindIndex(k => k == key);
                    AsciiKey thisKey = KeysDownInternal[activeKeyIndex];
                    thisKey.TimeHeld += (float)elapsedSeconds.TotalSeconds;
                    KeysDownInternal[activeKeyIndex] = thisKey;
                }
                else if (KeysDownInternal.Contains(keyOppositeShift))
                {
                    activeKeyIndex = KeysDownInternal.FindIndex(k => k == keyOppositeShift);
                    AsciiKey thisKey = KeysDownInternal[activeKeyIndex];
                    thisKey.Character = key.Character;
                    thisKey.TimeHeld += (float)elapsedSeconds.TotalSeconds;
                    KeysDownInternal[activeKeyIndex] = thisKey;
                }
                else
                {
                    // The physical key (independent of shift) for this character was not being pressed before
                    // so add it in.
                    firstPressed   = true;
                    activeKeyIndex = KeysDownInternal.Count;
                    AddKeyDown(key, unmappedVirtualKey);
                }

                AsciiKey activeKey = KeysDownInternal[activeKeyIndex];

                if (firstPressed)
                {
                    KeysPressedInternal.Add(activeKey);
                }
                else if (activeKey.PostInitialDelay == false && activeKey.TimeHeld >= InitialRepeatDelay)
                {
                    activeKey.PostInitialDelay = true;
                    activeKey.TimeHeld         = 0f;
                    KeysPressedInternal.Add(activeKey);
                    KeysDownInternal[activeKeyIndex] = activeKey;
                }
                else if (activeKey.PostInitialDelay && activeKey.TimeHeld >= RepeatDelay)
                {
                    activeKey.TimeHeld = 0f;
                    KeysPressedInternal.Add(activeKey);
                    KeysDownInternal[activeKeyIndex] = activeKey;
                }
            }
        }
コード例 #5
0
        public override void Update(GameTime gameTime)
        {
            if (isMyTurn && !isMovingPiece && curGame.IsActive)
            {
                // 获取键盘状态
                lastKeyboardState    = currentKeyboardState;
                currentKeyboardState = Keyboard.GetState(Keys.LeftControl, Keys.RightControl, Keys.Z);
                // 当按下 Ctrl+Z 时
                if ((currentKeyboardState.IsKeyDown(Keys.LeftControl) || currentKeyboardState.IsKeyDown(Keys.RightControl)) &&
                    currentKeyboardState.IsKeyDown(Keys.Z))
                {
                    isCtrlZPressed = true;
                }
                else if (currentKeyboardState.IsKeyUp(Keys.Z))
                {
                    if (isCtrlZPressed)
                    {
                        isCtrlZPressed = false; if (GameSettings.IsRegretEnabled)
                        {
                            RegretMovePiece();
                        }
                    }
                }
                foreach (ReversiPiecePosition rpp in reversiGame.GetEnabledPositions())
                {
                    pieces[rpp.X, rpp.Y].CurrentDisplay = DisplayState.CanMove;
                }
                lastMouseState    = currentMouseState;
                currentMouseState = Mouse.GetState();
                ReversiPiecePosition tempPosition = Board.IsMouseInPiece(currentMouseState);
                // 如果移动鼠标
                if (tempPosition != null && reversiGame.IspieceEnabled(tempPosition))
                {
                    pieces[tempPosition.X, tempPosition.Y].CurrentDisplay = DisplayState.WillMove;
                    foreach (ReversiPiecePosition rpp in reversiGame.GetReversePositions(tempPosition))
                    {
                        pieces[rpp.X, rpp.Y].CurrentDisplay = DisplayState.WillReverse;
                    }
                }
                // 如果单击鼠标左键
                if ((currentMouseState.LeftButton == ButtonState.Released) && (lastMouseState.LeftButton == ButtonState.Pressed))
                {
                    if (tempPosition != null && reversiGame.IspieceEnabled(tempPosition))
                    {
                        isMovePieceCompleted = false;

                        /*pieces[tempPosition.X, tempPosition.Y].PieceState = (PieceState)myPieceColor;
                         * foreach (ReversiPiecePosition rpp in reversiGame.GetReversePositions(tempPosition))
                         *  pieces[rpp.X, rpp.Y].PieceState = (PieceState)myPieceColor;*/
                        MovePiece(tempPosition);
                    }
                }
            }
            if (isMovePieceCompleted && isMyTurn)
            {
                if (!reversiGame.IsGameOver && reversiGame.CurrentPiece == reversiGame.LastPiece)
                {
                    // TODO: 添加无子可下的显示
                }
                isMyTurn      = false;
                isMovingPiece = false;
            }

            base.Update(gameTime);
        }