コード例 #1
0
ファイル: Player.cs プロジェクト: rossgb/Avocado
        public void HandleInput(InputState input, int index)
        {
            KeyboardState keyboardState = input.CurrentKeyboardStates[index];
            GamePadState gamePadState = input.CurrentGamePadStates[index];

            Vector2 direction = Vector2.Zero;

            // XBox controller input.
            direction.X += gamePadState.ThumbSticks.Left.X;
            direction.Y -= gamePadState.ThumbSticks.Left.Y;

            // keyboard input for development purposes.
            if (keyboardState.IsKeyDown(index == 0 ? Keys.A : Keys.Left))
                direction.X--;

            if (keyboardState.IsKeyDown(index == 0 ? Keys.D : Keys.Right))
                direction.X++;

            if (keyboardState.IsKeyDown(index == 0 ? Keys.W : Keys.Up))
                direction.Y--;

            if (keyboardState.IsKeyDown(index == 0 ? Keys.S : Keys.Down))
                direction.Y++;

            // Normalization only necessary for keyboard input.
            if (direction.Length() > 1.0f)
            {
                direction.Normalize();
            }

            if (direction.Length() == 0)
            {
                this.IsMoving = false;
            }
            else
            {
                this.Direction = direction;
                this.IsMoving = true;
            }

            if (this.Direction.Y > 0)
                this.Body.X = 300 + ghostOffset;
            else if (this.Direction.Y < 0)
                this.Body.X = 100 + ghostOffset;
            else if (this.Direction.X < 0)
                this.Body.X = 200 + ghostOffset;
            else
                this.Body.X = ghostOffset;

            //fire ze missiles
            if (gamePadState.Buttons.A == ButtonState.Pressed)
            {
                this.firing = true;
            } else if (keyboardState.IsKeyDown(index == 0 ? Keys.Space : Keys.Enter))
                this.firing = true;
            else
                this.firing = false;
        }
コード例 #2
0
ファイル: GameplayScreen.cs プロジェクト: rossgb/Avocado
        public override void HandleInput(InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            int playerIndex = (int) this.ControllingPlayer.Value;
            bool gamePadDisconnected = !input.CurrentGamePadStates[playerIndex].IsConnected &&
                input.GamePadWasConnected[playerIndex]; ;

            if (input.IsPauseGame(this.ControllingPlayer) || gamePadDisconnected)
            {
                this.ScreenManager.AddScreen(new PauseMenuScreen(), this.ControllingPlayer);
            }
            else
            {
                for (int i = 0; i < this.players.Count; i++)
                {
                    this.players[i].HandleInput(input, i);
                }
            }
        }
コード例 #3
0
ファイル: MenuScreen.cs プロジェクト: rossgb/Avocado
        /// <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;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                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);
            }
        }
コード例 #4
0
ファイル: GameScreen.cs プロジェクト: rossgb/Avocado
 /// <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)
 {
 }