protected override void Update(GameTime gameTime) { if (shouldQuit) { Exit(); } KeyMouseReader.Update(); if (KeyMouseReader.KeyPressed(Keys.Back)) { Serializer.LoadGame(); } if (KeyMouseReader.KeyPressed(Keys.Enter)) { Serializer.SaveGame(); } stateStack.Update(gameTime); }
/// <summary> /// If you press the 1 or 2 key you will change the wepon type that you're using. /// </summary> private void ChangeWeapon() { if (KeyMouseReader.KeyPressed(Keys.D1) && weapons[0].available) //KeyMouseReader.KeyPressed(Keys.None) { equipedWeapon = weapons[0]; EventManager.Dispatch(new ChangeIconEvent(0)); } if (KeyMouseReader.KeyPressed(Keys.D2) && weapons[1].available) { equipedWeapon = weapons[1]; EventManager.Dispatch(new ChangeIconEvent(1)); } if (KeyMouseReader.KeyPressed(Keys.D3) && weapons[2].available) { equipedWeapon = weapons[2]; EventManager.Dispatch(new ChangeIconEvent(2)); } }
public void HandleInput(GameTime gameTime) { direction = Vector2.Zero; direction.Y += KeyMouseReader.KeyHold(Keys.W) ? -1 : 0; direction.Y += KeyMouseReader.KeyHold(Keys.S) ? 1 : 0; direction.X += KeyMouseReader.KeyHold(Keys.A) ? -1 : 0; direction.X += KeyMouseReader.KeyHold(Keys.D) ? 1 : 0; direction = direction.LengthSquared() > 1 ? Vector2.Normalize(direction) : direction; if (KeyMouseReader.LeftClick() && !hasFocusOnPlanet) { //EntityManager.CreateBullet(this, Center, Input.MouseWorldPosition); equipedWeapon.Fire(Center, KeyMouseReader.MouseWorldPosition, rotation, TypeOfBullet.Player, gameTime); EventManager.Dispatch(new PlayerShootEvent(Position, 1337)); } ChangeWeapon(); }
/// <summary> /// This handles all the inputs the player can made with movement, change weapon, fire etc. /// </summary> /// <param name="gameTime"></param> public void HandleInput(GameTime gameTime) { direction = Vector2.Zero; direction.Y += KeyMouseReader.KeyHold(Keys.W) ? -1 : 0; direction.Y += KeyMouseReader.KeyHold(Keys.S) ? 1 : 0; direction.X += KeyMouseReader.KeyHold(Keys.A) ? -1 : 0; direction.X += KeyMouseReader.KeyHold(Keys.D) ? 1 : 0; direction = direction.LengthSquared() > 1 ? Vector2.Normalize(direction) : direction; if (KeyMouseReader.KeyPressed(Keys.J)) { EventManager.Dispatch(new PushStateEvent(new Journal(Status.Missions))); } if (KeyMouseReader.LeftHold() && !hasFocusOnPlanet) { equipedWeapon.Fire(Center, KeyMouseReader.MouseWorldPosition, TypeOfBullet.Player, gameTime); EventManager.Dispatch(new PlayerShootEvent(Position, 1337)); } ChangeWeapon(); }