コード例 #1
0
ファイル: Drums.cs プロジェクト: Mahmodul-Hasan/Neon-Beats-
        private void Drums_KeyPress(object sender, KeyPressEventArgs e)
        {
            switch (e.KeyChar.ToString())
            {
            case "1":
                Bass.PerformClick();
                break;

            case "2":
                Snare.PerformClick();
                break;

            case "3":
                FloorTom.PerformClick();
                break;

            case "4":
                Tom1.PerformClick();
                break;

            case "5":
                Tom2.PerformClick();
                break;

            case "6":
                Crash.PerformClick();
                break;

            case "0":
                Hats.PerformClick();
                break;
            }
        }
コード例 #2
0
ファイル: Keybinds.cs プロジェクト: Paul1005/DrumSharp
        public static void init()
        {
            keyList = new List <Pair <Key, Drum> >();
            keyMap  = new Dictionary <Key, Drum>();
            //The 3 instruments are instatiated using their image file and sound file.
            snare = new Snare(
                new Uri(@"../../Images/poop.png", UriKind.Relative),
                new Uri(@"../../sounds/snare.mp3", UriKind.Relative));

            bass = new Bass(
                new Uri(@"../../Images/poop.png", UriKind.Relative),
                new Uri(@"../../sounds/kick.wav", UriKind.Relative));

            highHat = new HighHat(
                new Uri(@"../../Images/poop.png", UriKind.Relative),
                new Uri(@"../../sounds/highhat_open.mp3", UriKind.Relative));

            //Each instrument is then mapped to 2 keys
            //the pairs are put in a list to easily remove/replace when rebinding
            keyList.Add(new Pair <Key, Drum>(Key.A, snare));
            keyList.Add(new Pair <Key, Drum>(Key.S, snare));
            //the pairs are put in a map to easily play the correct sound
            keyMap.Add(Key.A, snare);
            keyMap.Add(Key.S, snare);

            keyList.Add(new Pair <Key, Drum>(Key.G, highHat));
            keyList.Add(new Pair <Key, Drum>(Key.H, highHat));
            keyMap.Add(Key.G, highHat);
            keyMap.Add(Key.H, highHat);

            keyList.Add(new Pair <Key, Drum>(Key.C, bass));
            keyList.Add(new Pair <Key, Drum>(Key.Space, bass));
            keyMap.Add(Key.C, bass);
            keyMap.Add(Key.Space, bass);
        }
コード例 #3
0
        /// <summary>
        /// Generates a string representation of a player's trap spell inventory.
        /// </summary>
        /// <returns>A list of trap spells possessed by the player.</returns>
        public override string ToString()
        {
            var sb = new StringBuilder();

            sb.AppendLine("Set Traps:");
            sb.AppendLine($" Dart => {Dart?.ToString() ?? "Empty"}");
            sb.AppendLine($" Flash => {Flash?.ToString() ?? "Empty"}");
            sb.AppendLine($" Repeating Dart => {RepeatingDart?.ToString() ?? "Empty"}");
            sb.AppendLine($" Snare => {Snare?.ToString() ?? "Empty"}");
            sb.AppendLine($" Spear => {Spear?.ToString() ?? "Empty"}");
            sb.AppendLine($" Poison Dart => {PoisonDart?.ToString() ?? "Empty"}");
            sb.AppendLine($" Death => {Death?.ToString() ?? "Empty"}");
            sb.AppendLine($" Sleep => {Sleep?.ToString() ?? "Empty"}");
            sb.AppendLine($" Bladestorm => {Bladestorm?.ToString() ?? "Empty"}");

            return(sb.ToString());
        }
コード例 #4
0
 public override void Initialize()
 {
     this._bass = new BassDrum(this.x, this.y);
     Level.Add((Thing)this._bass);
     this._snare = new Snare(this.x, this.y);
     Level.Add((Thing)this._snare);
     this._hat = new HiHat(this.x, this.y);
     Level.Add((Thing)this._hat);
     this._lowTom = new LowTom(this.x, this.y);
     Level.Add((Thing)this._lowTom);
     this._crash = new CrashCymbal(this.x, this.y);
     Level.Add((Thing)this._crash);
     this._medTom = new MediumTom(this.x, this.y);
     Level.Add((Thing)this._medTom);
     this._highTom = new HighTom(this.x, this.y);
     Level.Add((Thing)this._highTom);
     this._bass.position            = this.position;
     this._bass.depth               = this.depth + 1;
     this._snare.position           = this.position + new Vec2(10f, -7f);
     this._snare.depth              = this.depth;
     this._hat.depth                = this.depth - 1;
     this._hat.position             = this.position + new Vec2(13f, -11f);
     this._lowTom.depth             = this.depth - 1;
     this._lowTom.position          = this.position + new Vec2(-9f, -5f);
     this._crash.depth              = this.depth;
     this._crash.position           = this.position + new Vec2(-15f, -15f);
     this._medTom.depth             = this.depth + 3;
     this._medTom.position          = this.position + new Vec2(-8f, -12f);
     this._highTom.depth            = this.depth + 3;
     this._highTom.position         = this.position + new Vec2(7f, -12f);
     this._netBassDrum.function     = new NetSoundEffect.Function(((Drum)this._bass).Hit);
     this._netSnare.function        = new NetSoundEffect.Function(((Drum)this._snare).Hit);
     this._netHat.function          = new NetSoundEffect.Function(((Drum)this._hat).Hit);
     this._netHatAlternate.function = new NetSoundEffect.Function(((Drum)this._hat).AlternateHit);
     this._netLowTom.function       = new NetSoundEffect.Function(((Drum)this._lowTom).Hit);
     this._netMediumTom.function    = new NetSoundEffect.Function(((Drum)this._medTom).Hit);
     this._netHighTom.function      = new NetSoundEffect.Function(((Drum)this._highTom).Hit);
     this._netCrash.function        = new NetSoundEffect.Function(((Drum)this._crash).Hit);
     this._netThrowStick.function   = new NetSoundEffect.Function(this.ThrowStick);
 }