/// <summary> /// Handle input. /// </summary> /// <param name="input">The current state of input.</param> public override void HandleInput(InputState input) { // Call the base method. base.HandleInput(input); // If the player can't be controlled, end here. if (!_CanBeControlled) { return; } // Left, right, up, down and space. if (input.IsKeyDown(Keys.Left) && (_Body.Velocity.X > -_MaxSpeed)) { _Body.AddForce(new Vector3(-_Body.AccelerationValue, 0, 0)); } if (input.IsKeyDown(Keys.Right) && (_Body.Velocity.X < _MaxSpeed)) { _Body.AddForce(new Vector3(_Body.AccelerationValue, 0, 0)); } if (input.IsKeyDown(Keys.Up) && (_Body.Velocity.Y > -_MaxSpeed)) { _Body.AddForce(new Vector3(0, -_Body.AccelerationValue, 0)); } if (input.IsKeyDown(Keys.Down) && (_Body.Velocity.Y < _MaxSpeed)) { _Body.AddForce(new Vector3(0, _Body.AccelerationValue, 0)); } if (input.IsKeyDown(Keys.Space) && Math.Abs(_Body.Velocity.Z) < 1) { _Body.AddForce(new Vector3(0, 0, _Body.AccelerationValue)); } }
/// <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(InputState input) { if (input == null) throw new ArgumentNullException("input"); if (input.PauseGame) { // If they pressed pause, bring up the pause menu screen. ScreenManager.AddScreen(new PauseMenuScreen()); } else { Battle.HandleInput(input); } }
public void HandleInput(InputState input) { _BattleHUD.HandleInput(input); }
public void HandleInput(InputState input) { TextBox.HandleInput(input); }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public virtual void HandleInput(InputState input) { //Check if the menu is active. if (IsActive) { // Move to the previous menu entry? if (input.MenuUp) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.MenuDown) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } // Move to the left menu entry? if (input.MenuLeft) { selectedColumn--; if (selectedColumn < 0) { selectedColumn = (menuEntries.Count - 1); } } // Move to the right menu entry? if (input.MenuRight) { selectedColumn++; if (selectedColumn > (menuEntries.Count - 1)) { selectedColumn = 0; } } // Accept or cancel the menu? if (input.MenuSelect) { OnSelectEntry(selectedEntry); } else if (input.MenuCancel) { OnCancel(); } } }
/// <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.MenuUp) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.MenuDown) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } // Accept or cancel the menu? if (input.MenuSelect) { OnSelectEntry(selectedEntry); } else if (input.MenuCancel) { OnCancel(); } }
/// <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(InputState input) { if (input == null) { throw new ArgumentNullException("input"); } if (input.PauseGame) { // If they pressed pause, bring up the pause menu screen. ScreenManager.AddScreen(new PauseMenuScreen()); } else { //Let the scene handle input. _Scene.HandleInput(input); //Move the camera. if (input.IsKeyDown(Keys.A)) { _Camera.Move(new Vector2(-1, 0)); } else if (input.IsKeyDown(Keys.S)) { _Camera.Move(new Vector2(0, 1)); } else if (input.IsKeyDown(Keys.D)) { _Camera.Move(new Vector2(1, 0)); } else if (input.IsKeyDown(Keys.W)) { _Camera.Move(new Vector2(0, -1)); } //Zoom the camera. if (input.IsKeyDown(Keys.Z)) { _Camera.Zoom(.1f); } else if (input.IsKeyDown(Keys.X)) { _Camera.Zoom(-.1f); } } }
//Handle all Input. public void HandleInput(InputState input) { //Handle The TextManager's Input. _TextManager.HandleInput(input); }
public void HandleInput(InputState input) { _TextBox.HandleInput(input); _BattleMenu.HandleInput(input); }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { //Move through the menu. base.HandleInput(input); //Update the Selecter's Position. _Sprite.SpritePosition[0, 1] = new Vector2(MenuEntries[SelectedColumn][SelectedEntry].Position.X - 1 + (_Sprite.SpriteWidth[0, 1, 0] / 2), MenuEntries[SelectedColumn][SelectedEntry].Position.Y + (_Sprite.SpriteHeight[0, 1, 0] / 2) - 1); }
/// <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) { }
/// <summary> /// Handle input. /// </summary> /// <param name="input">The current input state.</param> public void HandleInput(InputState input) { //Rotation. if (input.IsKeyDown(Keys.Left)) { _XRotation += _RotationSpeed; } if (input.IsKeyDown(Keys.Right)) { _XRotation += -_RotationSpeed; } if (input.IsKeyDown(Keys.Down)) { _YRotation += -_RotationSpeed; } if (input.IsKeyDown(Keys.Up)) { _YRotation += _RotationSpeed; } //Movement. if (input.IsKeyDown(Keys.W)) { MoveCamera(new Vector3(0, 0, -1)); } if (input.IsKeyDown(Keys.S)) { MoveCamera(new Vector3(0, 0, 1)); } if (input.IsKeyDown(Keys.A)) { MoveCamera(new Vector3(-1, 0, 0)); } if (input.IsKeyDown(Keys.D)) { MoveCamera(new Vector3(1, 0, 0)); } if (input.IsKeyDown(Keys.E)) { MoveCamera(new Vector3(0, 1, 0)); } if (input.IsKeyDown(Keys.Q)) { MoveCamera(new Vector3(0, -1, 0)); } //Camera speed. if (input.IsKeyDown(Keys.Space)) { _MoveSpeed = (_MoveSpeed == 10) ? 250 : 10; } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(InputState input) { if (input.MenuSelect) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, EventArgs.Empty); ExitScreen(); } else if (input.MenuCancel) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, EventArgs.Empty); ExitScreen(); } }
//Handle all Input. public void HandleInput(InputState input) { //Check if it is waiting for user Input. if (_WaitForInput) { //Check for Input. if (input.MainSelect) { //Check for what event should be happening. switch (_TextBoxEvent) { case (TextBoxEvent.ClearTextBox): { //Clear the Text Box. ClearTextBox(); //Exit. break; } case (TextBoxEvent.ScrollRowsDown): { //Scroll the rows one step. ScrollRows(); //Exit. break; } case (TextBoxEvent.EndTextBox): { //Exit. _Exit = true; //Call the TextPrinted Event. TextPrinted(this); //Exit. break; } } //Disable the WaitForInput. _WaitForInput = false; //Reset the TextBoxEvent. _TextBoxEvent = TextBoxEvent.None; } } }