/// <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(GameTime gameTime, InputState input) { if (input == null) { throw new ArgumentNullException("input"); } // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; _keyboardState = input.CurrentKeyboardStates[playerIndex]; _gamePadState = input.CurrentGamePadStates[playerIndex]; _mouseState = input.CurrentMouseStates[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]; PlayerIndex playerInd; if (pauseAction.Evaluate(input, ControllingPlayer, out playerInd) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { //this.player.HandleInput(input); //// Otherwise move the player position. //Vector2 movement = Vector2.Zero; //if (keyboardState.IsKeyDown(Keys.Left)) // movement.X--; //if (keyboardState.IsKeyDown(Keys.Right)) // movement.X++; //if (keyboardState.IsKeyDown(Keys.Up)) // movement.Y--; //if (keyboardState.IsKeyDown(Keys.Down)) // movement.Y++; //Vector2 thumbstick = gamePadState.ThumbSticks.Left; //movement.X += thumbstick.X; //movement.Y -= thumbstick.Y; //if (movement.Length() > 1) // movement.Normalize(); //playerPosition += movement * 8f; } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, 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 (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) { Accepted(this, new PlayerIndexEventArgs(playerIndex)); } ExitScreen(); } else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) { Cancelled(this, new PlayerIndexEventArgs(playerIndex)); } ExitScreen(); } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { // For input tests 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; // Move to the previous menu entry? if (menuUp.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry--; if (selectedEntry < 0) { selectedEntry = menuEntries.Count - 1; } } // Move to the next menu entry? if (menuDown.Evaluate(input, ControllingPlayer, out playerIndex)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) { selectedEntry = 0; } } if (menuSelect.Evaluate(input, ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (menuCancel.Evaluate(input, ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }