public override void Update() { // Bounding Box rectangle = new Rectangle ( (int)Position.X, (int)Position.Y, (int)Size.X, (int)Size.Y ); KeyboardState keyboardState = Keyboard.GetState(); if (Keyboard.GetState().IsKeyDown(Keys.D)) { Position += movingVector; body.ApplyLinearImpulse(movingImpulse); } else if (Keyboard.GetState().IsKeyDown(Keys.A)) { Position -= movingVector; body.ApplyLinearImpulse(-movingImpulse); } if (Keyboard.GetState().IsKeyDown(Keys.W) && !prevKeyboardState.IsKeyDown(Keys.W)) { if ((DateTime.Now - previousJump).TotalSeconds >= jumpInterval) { jumpEffect.Play(); body.ApplyLinearImpulse(jumpingImpulse); previousJump = DateTime.Now; } } prevKeyboardState = keyboardState; }
public InputController() { m_DragArgs = new DragArgs(); m_LastMouseState = Mouse.GetState(); m_LastKeyboardState = Keyboard.GetState(); }
public void Update(GameTime time) { oldState = currentState; currentState = Microsoft.Xna.Framework.Input.Keyboard.GetState(); shiftDown = currentState.IsKeyDown(Keys.LeftShift) || currentState.IsKeyDown(Keys.RightShift); currentlyPressed = currentState.GetPressedKeys(); previouslyPressed = oldState.GetPressedKeys(); if (currentlyPressed.Length != previouslyPressed.Length) { keyHoldTimer = 0.0f; keyHeld = false; lastKeyHeld = FindLastKeyPressed(); } if (!keyHeld && currentlyPressed.Length > 0) { keyHoldTimer += (float)time.ElapsedGameTime.TotalMilliseconds; if (keyHoldTimer > keyHoldWait) { keyHeld = true; } } }
public void Check(KeyboardState last, KeyboardState curr) { if (last == null) return; // if the modifier keys don't match what we're looking for if (!matchMods(curr)) // then it's not a match return; //based on the type of event switch (KeyEvent) { case KeyEvent.Released: if (!(keyDown(Key, last) && keyUp(Key, curr))) return; break; case KeyEvent.Pressed: if (!(keyUp(Key, last) && keyDown(Key, curr))) return; break; case KeyEvent.Down: if (!(keyDown(Key, curr))) return; break; case KeyEvent.Up: if (!(keyUp(Key, curr))) return; break; default: return; } // we made it through! Do something freakin' awesome CallDelegate(); }
public InputManager(GameManager gameManager) { _lastKeyboardState = Keyboard.GetState(); _gameManager = gameManager; HasTouchCapabilities = TouchPanel.GetCapabilities().IsConnected; TouchPanel.EnabledGestures = GestureType.Tap; }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (xnaInput.GamePad.GetState(PlayerIndex.One).Buttons.Back == xnaInput.ButtonState.Pressed || xnaInput.Keyboard.GetState().IsKeyDown(xnaInput.Keys.Escape)) { Exit(); } xnaInput.KeyboardState state = xnaInput.Keyboard.GetState(); if (state.IsKeyDown(xnaInput.Keys.Left)) { Camera.Move(new Vector2(1, 0) * CAMERASPEED); } if (state.IsKeyDown(xnaInput.Keys.Right)) { Camera.Move(new Vector2(-1, 0) * CAMERASPEED); } if (state.IsKeyDown(xnaInput.Keys.Up)) { Camera.Move(new Vector2(0, 1) * CAMERASPEED); } if (state.IsKeyDown(xnaInput.Keys.Down)) { Camera.Move(new Vector2(0, -1) * CAMERASPEED); } xnaInput.KeyboardState lastFrame = keyboardState; keyboardState = xnaInput.Keyboard.GetState(); if (keyboardState.IsKeyDown(xnaInput.Keys.D1)) { lineDrawer.NumberBeingDrawn = 0; } if (keyboardState.IsKeyDown(xnaInput.Keys.D2)) { lineDrawer.NumberBeingDrawn = 1; } if (keyboardState.IsKeyDown(xnaInput.Keys.D3)) { lineDrawer.NumberBeingDrawn = 2; } if (keyboardState.IsKeyDown(xnaInput.Keys.D4)) { lineDrawer.NumberBeingDrawn = 3; } if (keyboardState.IsKeyUp(xnaInput.Keys.A) && lastFrame.IsKeyDown(xnaInput.Keys.A)) { if (lineDrawer.DrawSingle) { lineDrawer.DrawSingle = false; } else { lineDrawer.DrawSingle = true; } } base.Update(gameTime); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here oldstate = Keyboard.GetState(); base.Initialize(); }
public override void move(ArrayList colidables) { KeyboardState newKeyBoardState = Keyboard.GetState(); if (newKeyBoardState.IsKeyDown(Keys.Up)) { if (checkCollision(colidables, 0, +velocity) == true) y -= velocity; } else if (newKeyBoardState.IsKeyDown(Keys.Down)) { if (checkCollision(colidables, 0, -velocity) == true) y += velocity; } else if (newKeyBoardState.IsKeyDown(Keys.Left)) { if (checkCollision(colidables, velocity, 0) == true) x -= velocity; } else if (newKeyBoardState.IsKeyDown(Keys.Right)) { if (checkCollision(colidables, -velocity, 0) == true) x += velocity; } oldKeyBoardState = newKeyBoardState; hitBox = new Rectangle(x, y, width, height); }
//Update methode public static void Update() { oks = ks; oms = ms; ks = Keyboard.GetState(); ms = Mouse.GetState(); }
private Console() { booleanValues = new Dictionary<string, bool>(); floatValues = new Dictionary<string, float>(); integerValues = new Dictionary<string, int>(); integerValues.Add("consoleHeight", 512); integerValues.Add("consoleWidth", 768); integerValues.Add("consolePositionX", 64); integerValues.Add("consolePositionY", 64); integerValues.Add("consoleBorderWidth", 16); integerValues.Add("consoleAlpha", 220); booleanValues.Add("consoleActive", false); commandHistory = new ConsoleHistory(120); messageHistory = new ConsoleHistory(120); lines = new List<String>(); currentCommand = ""; lastState = new KeyboardState(); booleanValues.Add("texInfo", false); booleanValues.Add("meshCountInfo", false); booleanValues.Add("showPosition", false); booleanValues.Add("occluderInfo", false); booleanValues.Add("drawshadowtex", false); booleanValues.Add("glow", true); floatValues.Add("hdrpower", 4.0f); }
public void Update() { oldkey = key; om = m; key = Keyboard.GetState(); m = Mouse.GetState(); }
public override void HandleKeyboardInput(KeyboardState oldKeyboardState) { KeyboardState currentKeyboardState = Keyboard.GetState(); if (currentKeyboardState.IsKeyDown(Keys.Escape) && oldKeyboardState.IsKeyUp(Keys.Escape)) videoPlayer.Stop(); }
public override void Update() { Microsoft.Xna.Framework.Input.KeyboardState stateKey = Keyboard.GetState(); if (stateKey.IsKeyDown(Keys.Left)) { left = true; } if (stateKey.IsKeyUp(Keys.Left)) { left = false; } if (stateKey.IsKeyDown(Keys.Right)) { right = true; } if (stateKey.IsKeyUp(Keys.Right)) { right = false; } if (stateKey.IsKeyDown(Keys.Up)) { jump = true; } if (stateKey.IsKeyUp(Keys.Up)) { jump = false; } }
public void Update() { previousMouseState = currentMouseState; previousKeyboardState = currentKeyboardState; currentMouseState = Mouse.GetState(); currentKeyboardState = Keyboard.GetState(); }
public override void Update(GameTime gameTime) { base.Update(gameTime); MouseState mouseState = Mouse.GetState(); deltaMousePos = new Point(mouseState.X - mousePosition.X, mouseState.Y - mousePosition.Y); mousePosition.X = mouseState.X; mousePosition.Y = mouseState.Y; deltaScroll = mouseState.ScrollWheelValue - mouseScrollValue; mouseScrollValue = mouseState.ScrollWheelValue; leftMouseDown = mouseState.LeftButton == ButtonState.Pressed; rightMouseDown = mouseState.RightButton == ButtonState.Pressed; prevState = curState; curState = Keyboard.GetState(); int posX = (curState.IsKeyDown(Keys.D) || curState.IsKeyDown(Keys.Right)) ? 1 : 0; int negX = (curState.IsKeyDown(Keys.A) || curState.IsKeyDown(Keys.Left)) ? -1 : 0; int posY = (curState.IsKeyDown(Keys.W) || curState.IsKeyDown(Keys.Up)) ? 1 : 0; int negY = (curState.IsKeyDown(Keys.S) || curState.IsKeyDown(Keys.Down)) ? -1 : 0; movementDir = new Vector2(posX + negX, posY + negY); if (movementDir != Vector2.Zero) movementDir.Normalize(); spaceBarPressed = curState.IsKeyDown(Keys.Space) && prevState.IsKeyUp(Keys.Space); shiftDown = curState.IsKeyDown(Keys.LeftShift) || curState.IsKeyDown(Keys.RightShift); shiftUp = curState.IsKeyUp(Keys.LeftShift) && curState.IsKeyUp(Keys.RightShift); enterDown = curState.IsKeyDown(Keys.Enter); escapeDown = curState.IsKeyDown(Keys.Escape); }
public void accessObject(LLESprite playerCharacter, KeyboardState keyboardState, KeyboardState prevKeyboardState) { mPlayerCharacter = playerCharacter; if (playerCharacter != null && (playerCharacter.getDirection() == LLESprite.DIRECTION_UP || playerCharacter.getDirection() == LLESprite.DIRECTION_LEFT_UP || playerCharacter.getDirection() == LLESprite.DIRECTION_RIGHT_UP) && keyboardState.IsKeyDown(Keys.Z) == true && prevKeyboardState.IsKeyDown(Keys.Z) == false) { for (int i = 0; i < mapObjects.Count; i++) { if (mapObjects[i] != null && mapObjects[i].getSprite() != null) { LLESprite target = mapObjects[i].getSprite(); if (playerCharacter.isCollidingMap(new Vector4(target.getX(), target.getY(), target.getHeight(), target.getWidth()), new Vector2(cameraX, cameraY), false, true, 4) == true) { scriptProcessor.extractObjectVariables(mapObjects[i]); attack = false; break; } } } } }
public override void Update() { keyboard = Keyboard.GetState(); mouse = Mouse.GetState(); if (keyboard.IsKeyDown(Keys.W)) { position.Y -= speed; } if (keyboard.IsKeyDown(Keys.A)) { position.X -= speed; } if (keyboard.IsKeyDown(Keys.D)) { position.X += speed; } if (keyboard.IsKeyDown(Keys.S)) { position.Y += speed; } rotation = point_direction(position.X, position.Y, mouse.X,mouse.Y); prevKeyBoard = keyboard; prevMouse = mouse; base.Update(); }
public Initializer(SpriteBatch spriteBatch, RogueLike ingame) { this.spriteBatch = spriteBatch; this.ingame = ingame; this.oldkeyboardState = Keyboard.GetState(); output18 = ingame.Content.Load<SpriteFont>("Output18pt"); }
public void Update(KeyboardState keyboard, MouseState mouse, Engine engine) { // Rortational Origin Rectangle originRect = new Rectangle((int) position.X, (int) position.Y, (int) texture.Width, (int) texture.Height); origin = new Vector2(originRect.Width / 2, originRect.Height / 2); int playerSpeed = 2; if (keyboard.IsKeyDown(Keys.A)) position.X -= playerSpeed; if (keyboard.IsKeyDown(Keys.D)) position.X += playerSpeed; if (keyboard.IsKeyDown(Keys.W)) position.Y -= playerSpeed; if (keyboard.IsKeyDown(Keys.S)) position.Y += playerSpeed; float deltaY = mouse.Y - position.Y; float deltaX = mouse.X - position.X; float radians = (float) Math.Atan2(deltaY, deltaX); setRotation(radians); }
public static void ClearState() { previousMouseState = Mouse.GetState(); currentMouseState = Mouse.GetState(); previousKeyState = Keyboard.GetState(); currentKeyState = Keyboard.GetState(); }
public static void Update(MouseState mouse, KeyboardState keyboard) { MouseMoving(mouse); MouseClicking(mouse); DevInput(mouse, keyboard); }
public override void Update(GameTime gameTime, Microsoft.Xna.Framework.Input.KeyboardState keyboardState) { base.Update(gameTime, keyboardState); KeyboardState newKeyState = keyboardState; if (_state == PuzzleState.eCompleted || _state == PuzzleState.eFailed) { if (!(completionWaitTime >= timeSinceCompletion.TotalMilliseconds)) { _finished = true; } else { timeSinceCompletion += gameTime.ElapsedGameTime; } } else { if (_state != PuzzleState.eRouteConnected) { CheckPathSuccess(); UpdateInput(newKeyState); } UpdateFlow(gameTime); timeSinceStart += gameTime.ElapsedGameTime; oldKeyState = newKeyState; } }
public GUI() { this.lastKbState = Keyboard.GetState(); this.KeysDown = new List<KeyRepeat>(); foreach (Keys k in this.lastKbState.GetPressedKeys()) this.KeysDown.Add(new KeyRepeat(k)); }
public void UpdateKeyboard(KeyboardState keyboardState) { float moveX = 0f; float moveY = 0f; float oldX = scene.paddlePos.X; float oldY = scene.paddlePos.Y; if (keyboardState.IsKeyDown(Keys.Down) || keyboardState.IsKeyDown(Keys.S)) //down { moveY = -1 * moveSensitivity; } if (keyboardState.IsKeyDown(Keys.Up) || keyboardState.IsKeyDown(Keys.W)) //up { moveY = 1 * moveSensitivity; } if (keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.A)) //left { moveX = -1 * moveSensitivity; } if (keyboardState.IsKeyDown(Keys.Right) || keyboardState.IsKeyDown(Keys.D)) //right { moveX = 1 * moveSensitivity; } if (keyboardState.IsKeyDown(Keys.Space)) //respawn the ball if you press { scene.TriggerBallSpawn(); } scene.paddlePos = CheckBounds(new Vector3 (oldX + moveX, oldY + moveY, 2400f)); }
public void kill(KeyboardState kb, MouseState ms) { stateTimer = 0.0f; state = State.EXIT; this.update(kb, ms); this.init(); }
public override void UpdateObjects(ContentManager content) { this.mouse = Mouse.GetState(); this.keyboard = Keyboard.GetState(); this.UpdateCursor(); if (this.keyboard.IsKeyDown(Keys.Enter) && this.previousKeyboard.IsKeyUp(Keys.Enter) && this.controlScreenItems.Count != 0) { if (this.controlScreenItems[this.selectedEntry].ItemText == "Back") { Rpg.PActiveWindow=EnumActiveWindow.MainMenu; } } if (this.mouse.LeftButton == ButtonState.Pressed) { foreach (var item in this.controlScreenItems) { if (this.mouse.X > item.ItemPosition.X && this.mouse.X < item.ItemPosition.X + item.ItemTexture.Bounds.Width && this.mouse.Y > item.ItemPosition.Y && this.mouse.Y < item.ItemPosition.Y + item.ItemTexture.Bounds.Height) { if (item.ItemText == "Back") { Rpg.PActiveWindow=EnumActiveWindow.MainMenu; break; } } } } this.previousKeyboard = this.keyboard; }
public void Update(KeyboardState k) { PressedFire = IsPressed(k, Fire, FireKey); PressedBlock = IsPressed(k, Block, BlockKey); PressedSpecial = IsPressed(k, Special, SpecialKey); PressedUse = IsPressed(k, Use, UseKey); PressedUp = IsPressed(k, Up, UseKey); PressedLeft = IsPressed(k, Left, LeftKey); PressedRight = IsPressed(k, Right, RightKey); PressedDown = IsPressed(k, Down, DownKey); PressedInventoryR = IsPressed(k, InventoryR, InventoryRKey); PressedInventoryL = IsPressed(k, InventoryL, InventoryLKey); PressedStart = IsPressed(k, Start, StartKey); Fire = IsHeld(k, Fire, FireKey); Block = IsHeld(k, Block, BlockKey); Special = IsHeld(k, Special, SpecialKey); Use = IsHeld(k, Use, UseKey); Up = IsHeld(k, Up, UpKey); Left = IsHeld(k, Left, LeftKey); Right = IsHeld(k, Right, RightKey); Down = IsHeld(k, Down, DownKey); InventoryR = IsHeld(k, InventoryR, InventoryRKey); InventoryL = IsHeld(k, InventoryL, InventoryLKey); Start = IsHeld(k, Start, StartKey); }
public Input(MouseState cms, MouseState pms, KeyboardState cks, KeyboardState pks) { Pms = pms; Pks = pks; Cms = cms; Cks = cks; }
public void Update(Player player, KeyboardState keyboard, MouseState mouse, Engine engine) { // Rortational Origin Rectangle originRect = new Rectangle((int)position.X, (int)position.Y, (int)texture.Width, (int)texture.Height); origin = new Vector2(originRect.Width / 2, originRect.Height / 2); int viewDistance = 200; double distance = Math.Sqrt(Math.Pow(player.position.X - position.X, 2) + Math.Pow(player.position.Y - position.Y, 2)); if (distance < viewDistance) { float deltaX = player.position.X - position.X; float deltaY = player.position.Y - position.Y; float radians = (float)Math.Atan2(deltaY, deltaX); setRotation(radians); float zombieSpeed = 1.5f; float dx = (float) Math.Cos(rotation) * zombieSpeed; float dy = (float) Math.Sin(rotation) * zombieSpeed; position.X += dx; position.Y += dy; } }
public void Check(KeyboardState last, KeyboardState curr) { if (last == null) return; if (!matchMods(curr)) return; switch (KeyEvent) { case KeyEvent.Released: if (!(keyDown(Key, last) && keyUp(Key, curr))) return; break; case KeyEvent.Pressed: if (!(keyUp(Key, last) && keyDown(Key, curr))) return; break; case KeyEvent.Down: if (!(keyDown(Key, curr))) return; break; case KeyEvent.Up: if (!(keyUp(Key, curr))) return; break; default: return; } // we made it through! Do something freakin' awesome CallDelegate(); }
public void UpdateKeyboard() { kNoEvent = true; Microsoft.Xna.Framework.Input.KeyboardState keyboardState = Microsoft.Xna.Framework.Input.Keyboard.GetState(); for (var i = 1; i <= (int)Microsoft.Xna.Framework.Input.Keys.VolumeUp; i++) { if (keyboardState.IsKeyDown((Keys)i)) { keyState[i] = InputState.KeyDown; kNoEvent = false; } else { if (keyState[i] == InputState.KeyDown) { keyState[i] = InputState.KeyPress; kNoEvent = false; } else { keyState[i] = InputState.None; } } } }
public int Update(GameTime gameTime) { KeyboardState keyState; keyState = Keyboard.GetState(PlayerIndex.One); if (keyState.IsKeyDown(Keys.Up) && !prevKeyState.IsKeyDown(Keys.Up)) { if (selected > 0) { selected--; } } if (keyState.IsKeyDown(Keys.Down) && !prevKeyState.IsKeyDown(Keys.Down)) { if (selected < buttonList.Count - 1) { selected++; } } if (keyState.IsKeyDown(Keys.Enter)) { return selected; } prevKeyState = keyState; return -1; }
public override void HandleInput(GameTime time) { //throw new NotImplementedException(); newState = Keyboard.GetState(); Keys[] newDown = newState.GetPressedKeys(); Keys[] oldDown = oldState.GetPressedKeys(); foreach(Keys k in oldDown) { if(!newDown.Contains(k)) { if(k == Keys.Back) { if (text.Length > 0) text = text.Substring(0, text.Length - 1); } else if(k == Keys.Space) { text += " "; } else { text += k.ToString(); } } } oldState = newState; }
public void Update(GameTime gameTime) { previousMouseState = currentMouseState; previousKeyboardState = currentKeyboardState; previousGamePadState = (GamePadState[])currentGamePadState.Clone(); //previousJoyState = currentJoyState; currentMouseState = Mouse.GetState(); currentKeyboardState = Keyboard.GetState(); foreach (PlayerIndex index in Enum.GetValues(typeof(PlayerIndex))) { currentGamePadState[(int)index] = GamePad.GetState(index); } if (RumbleDuration > 0) { GamePadVibration(PlayerIndex.One, leftMotor, rightMotor); rumbleDuration -= (float)gameTime.ElapsedGameTime.TotalSeconds; } if (!currentGamePadState[0].IsConnected && enableControllers && joystick == null) { JoystickPing -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (JoystickPing < 0) { JoystickPing = JoystickPingDuration; var th = new Thread(GenericControllerConnection); th.Start(); #if DEBUG Console.WriteLine("A new thread has been created!"); #endif } } else if (joystick != null && enableControllers) { joystick.Poll(); #if DEBUG Console.WriteLine("Polling Joystick..."); #endif try { JoystickState state = joystick.GetCurrentState(); currentJoyState = joystick.GetCurrentState(); bool[] button = state.Buttons; int[] hats = state.PointOfViewControllers; Console.WriteLine("[{0}]", string.Join(", ", hats)); } catch (Exception) { #if DEBUG Console.WriteLine("Oops, the controller disconnected!"); #endif joystick = null; } } }
private bool GetInternal0(XnaInput.KeyboardState st, Buttons btn) { return(btn switch { Buttons.A => st.IsKeyDown(XnaInput.Keys.Q), Buttons.B => st.IsKeyDown(XnaInput.Keys.E), Buttons.Start => st.IsKeyDown(XnaInput.Keys.Space), _ => false, });
public override void Update(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Input.KeyboardState keyboard, Microsoft.Xna.Framework.Input.MouseState mouse) { float dt = (float)gameTime.ElapsedGameTime.TotalSeconds; introTime += dt; pointerDimensions.Location = new Point(mouse.X, mouse.Y); shipRotation = Matrix.CreateRotationY(MathHelper.PiOver4 * introTime); Manager.Update(gameTime, mouse); }
/// <summary> /// Gets an array of keys that were pressed and released. /// </summary> /// <returns>The list of keys pressed.</returns> public Keys[] KeysPressed() { var lastState = this._lastState.GetPressedKeys(); this._lastState = Microsoft.Xna.Framework.Input.Keyboard.GetState(); var currentState = this._lastState.GetPressedKeys(); return(lastState.Except(currentState).ToArray()); }
private void OnGameBaseKeyPress(Keys[] keys, Microsoft.Xna.Framework.Input.KeyboardState state) { if (state.IsKeyDown(Keys.F12)) { IsGameRunning = false; Exit(); } else if (keys.Length > 0) { OnKeyPress(keys, state); } }
/// <summary> /// This function is used to update the contents of the text box. /// </summary> /// <param name="CurrTime">Currend time information</param> /// <param name="CurrKeyboard">Current state of the keyboard.</param> /// <param name="CurrMouse">Current state of the mouse.</param> /// <param name="ProcessMouseEvent">Set true to allow this object to process mouse events, false to ignore them</param> protected override void UpdateContents(GameTime CurrTime, Microsoft.Xna.Framework.Input.KeyboardState CurrKeyboard, Microsoft.Xna.Framework.Input.MouseState CurrMouse, bool ProcessMouseEvent) { if ((ProcessMouseEvent == true) && ((CurrMouse.LeftButton == ButtonState.Pressed) || (CurrMouse.LeftButton == ButtonState.Pressed))) //Mouse button is pressed { if (ClientRegion.Contains(CurrMouse.Position) == false) //Mouse is outside of the control, it has lost focus { if (HasFocus != false) { HasChanged = true; } HasFocus = false; } } if (HasFocus != false) //Only update if the control has focus { string Input = MGInput.GetTypedChars(CurrKeyboard, cPriorKeys); if (CurrTime.TotalGameTime.Milliseconds <= 500) { if (cCursorOn == false) { HasChanged = true; } cCursorOn = true; } else { if (cCursorOn == true) { HasChanged = true; } cCursorOn = false; } if (Input.CompareTo("\b") == 0) { if (Text.Length > 0) { Text = Text.Substring(0, Text.Length - 1); HasChanged = true; } } else { Text += Input; HasChanged = true; } } }
/// <summary> /// Processes the current keystate to set a keybinding. /// </summary> /// <param name="currentState"></param> internal void ProcessKey(Microsoft.Xna.Framework.Input.KeyboardState currentState) { foreach (TabPage tp in tcControlGroups.Controls) { // if the tab page is one of the custom tab pages (should always be the case) if (tp is FlowLayoutTabPage) { // make it so FlowLayoutTabPage fltp = tp as FlowLayoutTabPage; // in case this tab page contains the active keybinding control needing to set its binding. fltp.ProcessKey(currentState); } } }
public override void Update(GameTime gameTime, Microsoft.Xna.Framework.Input.KeyboardState currentKeyState, Microsoft.Xna.Framework.Input.KeyboardState lastKeyState, bool resetMovement = false) { HandleInput(currentKeyState, lastKeyState); // movement.X = -1; float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (velocity.X == 0) { float speed = 7; LeftLegRotation = MathHelper.Lerp(LeftLegRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); RightLegRotation = MathHelper.Lerp(RightLegRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); LeftArmRotation = MathHelper.Lerp(LeftArmRotation, -.1f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); RightArmRotation = MathHelper.Lerp(RightArmRotation, .1f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); animationFadeIn = 0; } else { LeftLegRotation = MathHelper.Lerp((float)Math.Cos((position.X / 20) * 0.6662F) * 2.0F * .7f * 0.5F, LeftLegRotation, 1f - animationFadeIn); RightLegRotation = MathHelper.Lerp((float)Math.Cos((position.X / 20) * 0.6662F + Math.PI) * 2.0F * .7f * 0.5F, RightLegRotation, 1f - animationFadeIn); LeftArmRotation = MathHelper.Lerp((float)Math.Cos((position.X / 20) * 0.6662F) * 2.0F * .4f * 0.5F, LeftArmRotation, 1f - animationFadeIn); RightArmRotation = MathHelper.Lerp((float)Math.Cos((position.X / 20) * 0.6662F + Math.PI) * 2.0F * .4f * 0.5F, RightArmRotation, 1f - animationFadeIn); if (animationFadeIn < 1f) { if (animationFadeIn < 1f) { animationFadeIn += elapsed * 4; } } } Vector2 direction = (level.MainCamera.Position + new Vector2(level.Players[0].Position.X, level.Players[0].Position.Y)); direction.Normalize(); HeadRotation = (float)Math.Atan2((double)direction.Y, (double)direction.X) + MathHelper.PiOver2 + MathHelper.ToRadians(90); if (HeadRotation < MathHelper.ToRadians(90)) { HeadRotation = MathHelper.Clamp(HeadRotation, MathHelper.ToRadians(0), MathHelper.ToRadians(15)); } else if (HeadRotation > MathHelper.ToRadians(270)) { HeadRotation = MathHelper.Clamp(HeadRotation, MathHelper.ToRadians(345), MathHelper.ToRadians(360)); } else if (HeadRotation > MathHelper.ToRadians(90)) { HeadRotation = MathHelper.Clamp(HeadRotation, MathHelper.ToRadians(165), MathHelper.ToRadians(195)); } base.Update(gameTime, currentKeyState, lastKeyState, false); }
internal void ProcessKey(Microsoft.Xna.Framework.Input.KeyboardState currentState) { foreach (KeyBindingControl kbc in flpBindings.Controls) { // if this keybindingcontrol is in edit mode if (kbc.Editing) { // apply the pressed key to it kbc.SetKey(currentState); // get focus off of the textbox flpBindings.Focus(); } } }
public static void Update(int ms, Microsoft.Xna.Framework.Input.KeyboardState ks, GamePadState[] gs) { SlimDX.DirectInput.JoystickState[] joyStates = ControllerManager.GetState(); for (int i = 0; i != 4; i++) { if (Inputs[i] is KeyboardInput) { ((KeyboardInput)Inputs[i]).Update(ks); } } State newState; switch (GState) { case State.Title: newState = Title.Update(ms, ks); if (newState == State.CharSelect) { GState = State.CharSelect; CharSelect = new CharSelect(); } break; case State.CharSelect: newState = CharSelect.Update(ms); if (newState == State.InGame) { GState = State.InGame; InGame = new InGame(CharSelect.CharacterSelect); } break; case State.InGame: newState = InGame.Update(ms); if (newState == State.Title) { } break; } }
internal void updateInput(Microsoft.Xna.Framework.Input.KeyboardState currentKState, Microsoft.Xna.Framework.Input.KeyboardState previousKState) { if (currentKState.IsKeyDown(Keys.Up) && previousKState.IsKeyUp(Keys.Up)) { incForward(); } if (currentKState.IsKeyDown(Keys.Down) && previousKState.IsKeyUp(Keys.Down)) { incBackward(); } if (currentKState.IsKeyDown(Keys.Left) && previousKState.IsKeyUp(Keys.Left)) { incLeft(); } if (currentKState.IsKeyDown(Keys.Right) && previousKState.IsKeyUp(Keys.Right)) { incRight(); } if (currentKState.IsKeyDown(Keys.Space) && previousKState.IsKeyUp(Keys.Space)) { reset(); } }
private void UpdateKeyboard(TimeSpan timeElapsed) { XnaInput.KeyboardState keyboardState = XnaInput.Keyboard.GetState(); if (keyboardState.IsKeyDown(XnaInput.Keys.Down)) { movementVector += Vector2.UnitY; } else if (keyboardState.IsKeyDown(XnaInput.Keys.Up)) { movementVector -= Vector2.UnitY; } if (keyboardState.IsKeyDown(XnaInput.Keys.Right)) { movementVector += Vector2.UnitX; } else if (keyboardState.IsKeyDown(XnaInput.Keys.Left)) { movementVector -= Vector2.UnitX; } Point newPosition = (movementVector * (float)timeElapsed.TotalSeconds * 25).ToPoint(); if (newPosition.Equals(ViewPositionConsole.Position)) { return; } // Do viewPosition. ViewPositionConsole.Position = newPosition; // Do realPosition. Font.Size.Deconstruct(out int x, out int y); RealPositionConsole.Position = (newPosition + new Point((x / 2), (y / 2))).PixelLocationToConsole(Font); }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Input.KeyboardState keyboard, Microsoft.Xna.Framework.Input.MouseState mouse) { if (findingNetwork) { if (introTime > 8.1f) { introTime -= (float)gameTime.ElapsedGameTime.TotalSeconds * 4; } networkTime -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (networkTime < lastNetTime) { lastNetTime--; Network.FindServer(); if (Network.IsConnected) { Login(); } } if (networkTime <= 0) { findingNetwork = false; lastNetTime = 10; netFailString = "No Network Found."; } } else { introTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (networkTime < 10) { networkTime += (float)gameTime.ElapsedGameTime.TotalSeconds * 2; } } if (introTime < 0 && introTime > -1) { MobileFortressClient.Game.Exit(); } if (introTime > 8) { Manager.Update(gameTime, mouse); if (keyboard.IsKeyDown(Keys.Enter)) { if (!loginMenuScroll) { loginButton.DoClick(); } else { loginConfirmButton.DoClick(); } } } else { if (keyboard.IsKeyDown(Keys.Escape) || keyboard.IsKeyDown(Keys.Enter)) { introTime = 8; } } Viewport viewport = MobileFortressClient.Game.GraphicsDevice.Viewport; if (loginMenuScroll) { Color disabledColor = new Color(96, 64, 64); loginButton.canClick = false; loginButton.color = Color.Lerp(loginButton.color, disabledColor, 0.3f); optionsButton.canClick = false; optionsButton.color = Color.Lerp(optionsButton.color, disabledColor, 0.3f); exitButton.canClick = false; exitButton.color = Color.Lerp(exitButton.color, disabledColor, 0.3f); if (scrolledAmt < loginMenu.Height) { foreach (UIElement element in Manager.Elements) { element.dimensions.Y -= 4; } scrolledAmt += 4; } loginDimensions.Y = viewport.Height - scrolledAmt; } else { loginButton.canClick = true; loginButton.color = Color.Lerp(loginButton.color, Color.LightGray, 0.3f); optionsButton.canClick = true; optionsButton.color = Color.Lerp(optionsButton.color, Color.LightGray, 0.3f); exitButton.canClick = true; exitButton.color = Color.Lerp(exitButton.color, Color.LightGray, 0.3f); if (scrolledAmt > 0) { foreach (UIElement element in Manager.Elements) { element.dimensions.Y += 4; } scrolledAmt -= 4; } loginDimensions.Y = viewport.Height - scrolledAmt; } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed) { this.Exit(); } Microsoft.Xna.Framework.Input.KeyboardState keys = Keyboard.GetState(); //--Zoom if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.O)) { controller.ZoomIn(); } else if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.P)) { controller.ZoomOut(); } //-- //--Rotate if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.A)) { controller.RotateX(MathHelper.ToRadians(keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftShift) ? -10 : 10)); } else if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D)) { controller.RotateY(MathHelper.ToRadians(keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftShift) ? -10 : 10)); } else if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.S)) { controller.RotateZ(MathHelper.ToRadians(keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftShift) ? -10 : 10)); } //-- //View if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D1)) { controller.View1(); } else if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D2)) { controller.View2(); } //-- //Move if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Up)) { controller.MoveUp(); } else if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Down)) { controller.MoveDown(); } else if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left)) { controller.MoveLeft(); } else if (keys.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right)) { controller.MoveRight(); } //-- base.Update(gameTime); }
public static void update_input() { ks = Keyboard.GetState(); }
public static void Update() { oldKeyboard = currentKeyboard; currentKeyboard = input.Keyboard.GetState(); }
void UpdateMouse() { this.mouseState = Mouse.GetState(Program.MainView.Window); this.keyboardState = Keyboard.GetState(); if (View.Controls.keyboardState.IsKeyDown(Keys.LeftShift)) { return; } if (View.Controls.MouseDragState == 0) { dragInstance = -1; } if (dragInstance > -1) { if (this.ID != dragInstance) { this.Highlight = false; return; } } Vector2 centre = Object3D.GetOrtho(this.position); double xDiff = mouseState.X - centre.X; double yDiff = mouseState.Y - centre.Y; Vector2 angle0 = Object3D.GetOrtho(this.position + Vector3.Transform(new Vector3(this.rayon, 0, 0), this.Matrice)); Vector2 anglePIsur2 = Object3D.GetOrtho(this.position + Vector3.Transform(new Vector3(0, this.rayon, 0), this.Matrice)); if (angle0.X < centre.X) { xDiff = -xDiff; } if (anglePIsur2.Y < centre.Y) { yDiff = -yDiff; } double hypo = Math.Pow(xDiff * xDiff + yDiff * yDiff, 0.5); float angleMouse = (float)Math.Atan2(yDiff / hypo, xDiff / hypo); Object3D.MesurePositive(ref angleMouse); double smallest = Single.MaxValue; double realAngleMouse = 0; int smallestI = 0; for (int i = 0; i < 100; i++) { double angle = (i / 100d) * Math.PI * 2; Vector2 posOrtho = Object3D.GetOrtho(this.position + Vector3.Transform(new Vector3((float)(this.rayon * Math.Cos(angle)), (float)(this.rayon * Math.Sin(angle)), 0), this.Matrice)); double xDiffSeek = posOrtho.X - centre.X; double yDiffSeek = posOrtho.Y - centre.Y; if (angle0.X < centre.X) { xDiffSeek = -xDiffSeek; } if (anglePIsur2.Y < centre.Y) { yDiffSeek = -yDiffSeek; } double hypoSeek = Math.Pow(xDiffSeek * xDiffSeek + yDiffSeek * yDiffSeek, 0.5); float angleOrtho = (float)Math.Atan2(yDiffSeek / hypoSeek, xDiffSeek / hypoSeek); Object3D.MesurePositive(ref angleOrtho); double diff = Math.Abs(angleOrtho - angleMouse); if (diff < smallest) { realAngleMouse = angle; smallest = diff; smallestI = i; } } Vector2 posRayonOrthoAtMouseAngle = Object3D.GetOrtho(this.position + Vector3.Transform(new Vector3((float)(this.rayon * Math.Cos(realAngleMouse)), (float)(this.rayon * Math.Sin(realAngleMouse)), 0), this.Matrice)); xDiff = posRayonOrthoAtMouseAngle.X - centre.X; yDiff = posRayonOrthoAtMouseAngle.Y - centre.Y; if (angle0.X < centre.X) { xDiff = -xDiff; } if (anglePIsur2.Y < centre.Y) { yDiff = -yDiff; } double hypo2 = Math.Pow(xDiff * xDiff + yDiff * yDiff, 0.5); bool highlight = View.Controls.keyboardState.IsKeyUp(Keys.LeftShift) && Math.Abs(hypo - hypo2) <= hypo2 * 0.1f; if (highlight) { dragInstance = this.ID; } this.Highlight = View.Controls.MouseDragState > 0; if (View.Controls.mouseState.LeftButton == ButtonState.Released && View.Controls.MouseDragState == 2) { this.Release?.Invoke(null, null); this.endAngle = 0; this.startAngle = 0; View.Controls.MouseDragState = 0; } if (highlight) { if (View.Controls.MouseDragState == 0 && View.Controls.mouseState.LeftButton == ButtonState.Released) { View.Controls.MouseDragState = 1; } if (View.Controls.mouseState.LeftButton == ButtonState.Pressed) { if (View.Controls.MouseDragState == 1) { this.endAngle = (float)realAngleMouse; this.startAngle = (float)realAngleMouse; View.Controls.MouseDragState = 2; } } else { View.Controls.MouseDragState = 1; } } else { if (View.Controls.MouseDragState == 1) { View.Controls.MouseDragState = 0; } } if (View.Controls.MouseDragState == 2) { this.endAngle = (float)realAngleMouse; float start = this.startAngle; float end = this.endAngle; float val = end - start; this.ValueChanged?.Invoke(val, null); } oldKeyboardState = keyboardState; oldMouseState = mouseState; }
public override void Update(GameTime gameTime) { this.lastState = this.st; this.st = XnaInput.Keyboard.GetState(); }
public override void KeyboardCallback(Keys key, int x, int y, GameTime gameTime, bool released, ref Microsoft.Xna.Framework.Input.KeyboardState newState, ref Microsoft.Xna.Framework.Input.KeyboardState oldState) { if (key == Keys.OemPeriod) { ShootTrimesh(GetCameraPosition(), GetCameraTargetPosition()); } else { base.KeyboardCallback(key, x, y, gameTime, released, ref newState, ref oldState); } }
public override void HandleKeys(Microsoft.Xna.Framework.Input.KeyboardState keyboard, bool isNewKey) { }
static void KeyboardUpdate(double dt) { xnainput.KeyboardState newstate = xnainput.Keyboard.GetState(); for (int i = 0; i < (int)config.NUM_KEY; i++) { if (!(oldKeyboardState.IsKeyDown(KeyboardConfig[i])) && newstate.IsKeyDown(KeyboardConfig[i])) //今押された { onKeyDown[i] = true; onKeyUp[i] = false; continue; //今押されたって事は、今離されたかどうかなんて聞くまでも無いだろって事で。 } else { onKeyDown[i] = false; } if (oldKeyboardState.IsKeyDown(KeyboardConfig[i]) && !(newstate.IsKeyDown(KeyboardConfig[i]))) //今離された { onKeyUp[i] = true; keyTime[i] = 0.0; } else { onKeyUp[i] = false; } } for (int i = 0; i < (int)config.NUM_KEY; i++) { if (newstate.IsKeyDown(KeyboardConfig[i])) //古い状態を捨てて新しい状態に切り替え { Key[i] = true; keyTime[i] += dt; } else { Key[i] = false; } } int horizontal = 0; if (newstate.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right)) { horizontal++; } if (newstate.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left)) { horizontal--; } int vertical = 0; if (newstate.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Up)) { vertical++; } if (newstate.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Down)) { vertical--; } V.X = (float)horizontal; V.Y = (float)-vertical; //2DでY軸が下向きのためそれの補正 if (V.LengthSquared() != 0) { V = Vector2.Normalize(V); } Direction oldDirection = stickDirection; if (V.Y <= -0.7071) //0.7071==√2 { stickDirection = Direction.UP; //上 } else if (V.Y >= 0.7071) { stickDirection = Direction.DOWN; //下 } else if (V.X <= -0.7071) { stickDirection = Direction.LEFT; //左 } else if (V.X >= 0.7071) { stickDirection = Direction.RIGHT; //右 } else { stickDirection = Direction.NEWTRAL; //ニュートラル } if (oldDirection == stickDirection) { stickTime += dt; onStickDirectionChanged = false; } else { stickTime = 0.0; onStickDirectionChanged = true; } oldKeyboardState = newstate; }
public override void KeyboardCallback(Microsoft.Xna.Framework.Input.Keys key, int x, int y, GameTime gameTime, bool released, ref Microsoft.Xna.Framework.Input.KeyboardState newState, ref Microsoft.Xna.Framework.Input.KeyboardState oldState) { base.KeyboardCallback(key, x, y, gameTime, released, ref newState, ref oldState); if (key == Keys.V && released) { DropBall(); } }
public override void Update(GameTime time) { if (!parent.IsOver) { if (parent.IsLoaded) { if (!isQuestShowed) { nigObjective.Show(); isQuestShowed = true; } if (!isColorShowed && nigObjective.IsHidden) { nigColor.Show(); isColorShowed = true; } XI.KeyboardState keyState = XI.Keyboard.GetState(); if (!isEscPressed) { isEscPressed = keyState.IsKeyDown(XI.Keys.Escape); if (isEscPressed) { if (nigMenu.IsHidden) { nigMenu.Show(); } //nigFail.Show(); //if (!exitConfirm.IsShown) //{ // exitConfirm.Show(); //} //else //{ // parent.Over(); //} } } else { isEscPressed = keyState.IsKeyDown(XI.Keys.Escape); } if (exit.IsExitClicked) { if (nigMenu.IsHidden) { nigMenu.Show(); } //if (!exitConfirm.IsShown) //{ // exitConfirm.Show(); //} //else //{ // parent.Over(); //} } parent.IsPaused = !nigMenu.IsHidden || !nigFail.IsHidden || !nigObjective.IsHidden || !nigWin.IsHidden || !nigColor.IsHidden; base.Update(time); } } }
public void UpdateMouse() { mouseState = Mouse.GetState(Program.MainView.Window); keyboardState = Keyboard.GetState(); if (mouseState.LeftButton == ButtonState.Pressed) { } else if (oldMouseState.LeftButton == ButtonState.Pressed) { this.cmbX.Highlight = false; this.cmbY.Highlight = false; this.cmbZ.Highlight = false; } if (keyboardState.IsKeyDown(Keys.LeftShift)) { if (middleButtonPress > 0) { middleButtonPress++; } if (middleButtonPress < 0) { middleButtonPress--; } if (mouseState.MiddleButton == ButtonState.Pressed) { if (middleButtonPress < 0) { for (int i = 0; i < View.focusedObject.Skeleton.Bones.Length; i++) { View.focusedObject.Skeleton.Bones[i].RotateX_Addition = 0; View.focusedObject.Skeleton.Bones[i].RotateY_Addition = 0; View.focusedObject.Skeleton.Bones[i].RotateZ_Addition = 0; } middleButtonPress = 0; } if (middleButtonPress == 0) { middleButtonPress = 1; } } else { if (middleButtonPress > 0 && middleButtonPress < 8) { middleButtonPress = -1; } if (middleButtonPress > 0 || middleButtonPress < -8) { middleButtonPress = 0; } } if (middleButtonPress > 0) { View.focusedObject.Skeleton.SelectedBone.RotateX_Addition = 0; View.focusedObject.Skeleton.SelectedBone.RotateY_Addition = 0; View.focusedObject.Skeleton.SelectedBone.RotateZ_Addition = 0; } if (mouseState.LeftButton == ButtonState.Pressed) { int xDiff = (mouseState.Position.X - oldMouseState.X); int yDiff = (mouseState.Position.Y - oldMouseState.Y); this.cmbX.Highlight = xDiff != 0; this.cmbY.Highlight = yDiff != 0; View.focusedObject.Skeleton.SelectedBone.RotateX_Addition += xDiff / 100f; View.focusedObject.Skeleton.SelectedBone.RotateY_Addition += yDiff / 100f; } if (mouseState.RightButton == ButtonState.Pressed) { int zDiff = (mouseState.Position.Y - oldMouseState.Y); this.cmbZ.Highlight = zDiff != 0; View.focusedObject.Skeleton.SelectedBone.RotateZ_Addition += zDiff / 100f; } } else if (oldKeyboardState.IsKeyDown(Keys.LeftShift)) { this.cmbX.Highlight = false; this.cmbY.Highlight = false; this.cmbZ.Highlight = false; } oldKeyboardState = keyboardState; oldMouseState = mouseState; }
public override void Update(GameTime gameTime, Microsoft.Xna.Framework.Input.KeyboardState currentKeyState, Microsoft.Xna.Framework.Input.KeyboardState lastKeyState, bool resetMovement = true) { Item SelectedItem = Inventory[ZarknorthClient.Interface.MainWindow.inventory.Selected].Item; if (SelectedItem is MineItem) { if (level.currentMouseState.LeftButton == ButtonState.Pressed) { timeHeld += (float)gameTime.ElapsedGameTime.TotalSeconds * (SelectedItem as MineItem).Multiplier * 1.35f; } if (timeHeld > .5f) { timeHeld = 0; } } HandleInput(currentKeyState, lastKeyState); float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; sandboxShadowRotation += movement.X == 0 ? elapsed / 3 : (elapsed * 1.5f) * movement.X; if ((Level.Gamemode == GameMode.Sandbox && velocity.X == 0 && !isClimbing) || (Level.Gamemode != GameMode.Sandbox && movement.X == 0)) { float speed = 7; LeftLegRotation = MathHelper.Lerp(LeftLegRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); RightLegRotation = MathHelper.Lerp(RightLegRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); LeftArmRotation = MathHelper.Lerp(LeftArmRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); RightArmRotation = MathHelper.Lerp(RightArmRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); animationFadeIn = 0; } else { if (isClimbing) { //Swingin' Hands LeftLegRotation = MathHelper.Lerp(((float)Math.Cos(((position.Y / 5) * 0.6662F) * 2.0F * .4f * 0.5F) / 4) * (Flip == SpriteEffects.None ? 1 : -1), LeftLegRotation, 1f - animationFadeIn); RightLegRotation = MathHelper.Lerp(((float)Math.Cos(((position.Y / 5) * 0.6662F + Math.PI) * 2.0F * .4f * 0.5F) / 4) * (Flip == SpriteEffects.None ? 1 : -1), RightLegRotation, 1f - animationFadeIn); LeftArmRotation = MathHelper.Lerp(((float)Math.Cos(((position.Y / 7) * 0.6662F) * 2.0F * .4f * 0.5F) + MathHelper.ToRadians(180)) * (Flip == SpriteEffects.None ? 1 : -1), LeftArmRotation, 1f - animationFadeIn); RightArmRotation = MathHelper.Lerp(((float)Math.Cos(((position.Y / 7) * 0.6662F + Math.PI) * 2.0F * .4f * 0.5F) + MathHelper.ToRadians(180)) * (Flip == SpriteEffects.None ? 1 : -1), RightArmRotation, 1f - animationFadeIn); if (animationFadeIn < 1f) { if (animationFadeIn < 1f) { animationFadeIn += elapsed * 5.5f; } } } else { //Swingin' Hands LeftLegRotation = MathHelper.Lerp(((float)Math.Cos((position.X / 20) * 0.6662F) * 2.0F * .7f * 0.5F) * (Flip == SpriteEffects.None ? 1 : -1), LeftLegRotation, 1f - animationFadeIn); RightLegRotation = MathHelper.Lerp(((float)Math.Cos((position.X / 20) * 0.6662F + Math.PI) * 2.0F * .7f * 0.5F) * (Flip == SpriteEffects.None ? 1 : -1), RightLegRotation, 1f - animationFadeIn); LeftArmRotation = MathHelper.Lerp(((float)Math.Cos((position.X / 20) * 0.6662F) * 2.0F * .4f * 0.5F) * (Flip == SpriteEffects.None ? 1 : -1), LeftArmRotation, 1f - animationFadeIn); RightArmRotation = MathHelper.Lerp(((float)Math.Cos((position.X / 20) * 0.6662F + Math.PI) * 2.0F * .4f * 0.5F) * (Flip == SpriteEffects.None ? 1 : -1), RightArmRotation, 1f - animationFadeIn); if (animationFadeIn < 1f) { if (animationFadeIn < 1f) { animationFadeIn += elapsed * 5.5f; } } } } if (!isOnGround && !isClimbing && velocity.X == 0) { //Jump/Fall Animation if (Flip == SpriteEffects.None) { RightArmRotation += 7f * elapsed; LeftArmRotation += -7f * elapsed; RightLegRotation += 7f * elapsed; LeftLegRotation += -7f * elapsed; } else { RightArmRotation -= 10f * elapsed; LeftArmRotation -= -10f * elapsed; RightLegRotation -= 10f * elapsed; LeftLegRotation -= -10f * elapsed; } animationFadeIn = .08f; float speed = 7; LeftLegRotation = MathHelper.Lerp(LeftLegRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); RightLegRotation = MathHelper.Lerp(RightLegRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); LeftArmRotation = MathHelper.Lerp(LeftArmRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); RightArmRotation = MathHelper.Lerp(RightArmRotation, 0f, (float)gameTime.ElapsedGameTime.TotalSeconds * speed); if (animationFadeIn < 1f) { if (animationFadeIn < 1f) { animationFadeIn += elapsed * 5.5f; } } animationFadeIn = 0; } Vector2 direction = (level.MainCamera.Position + new Vector2(Game.mouseState.X, Game.mouseState.Y)) - HeadPosition; direction.Normalize(); HeadRotation = (float)Math.Atan2((double)direction.Y, (double)direction.X) + MathHelper.PiOver2 + MathHelper.ToRadians(90); if (HeadRotation < MathHelper.ToRadians(90)) { HeadRotation = MathHelper.Clamp(HeadRotation, MathHelper.ToRadians(0), MathHelper.ToRadians(15)); } else if (HeadRotation > MathHelper.ToRadians(270)) { HeadRotation = MathHelper.Clamp(HeadRotation, MathHelper.ToRadians(345), MathHelper.ToRadians(360)); } else if (HeadRotation > MathHelper.ToRadians(90)) { HeadRotation = MathHelper.Clamp(HeadRotation, MathHelper.ToRadians(165), MathHelper.ToRadians(195)); } SelectedItem = Inventory[ZarknorthClient.Interface.MainWindow.inventory.Selected].Item; Vector2 ArmDirection = (level.MainCamera.Position + new Vector2(Game.mouseState.X, Game.mouseState.Y)) - HeadPosition; ArmDirection.Normalize(); bool flip = level.currentMouseState.X > level.game.GraphicsDevice.PresentationParameters.BackBufferWidth / 2; if (SelectedItem != Item.Blank && (Level.EditType != EditType.Erase && (Level.EditTool == EditTool.Default))) { if (SelectedItem is BlockItem) { LeftArmRotation = (float)Math.Atan2((double)ArmDirection.Y, (double)ArmDirection.X) - MathHelper.PiOver2; } if (SelectedItem is MineItem && level.currentMouseState.LeftButton == ButtonState.Pressed) { LeftArmRotation = (float)Math.Atan2((double)ArmDirection.Y, (double)ArmDirection.X) - MathHelper.PiOver2 - MathHelper.ToRadians((timeHeld * 40) * (flip ? -1 : 1)); } } base.Update(gameTime, currentKeyState, lastKeyState); }
public override void Update(GameTime gameTime) { st = XnaInput.Keyboard.GetState(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { currentstate = Keyboard.GetState(); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // TODO: Add your update logic here else { if (currentstate.IsKeyDown(Keys.A) && !oldstate.IsKeyDown(Keys.A)) { sounds[0].Play(); //var sd = soundEffects[0].CreateInstance(); //sd.IsLooped = false; //sd.Play(); //sd.Dispose(); } if (currentstate.IsKeyDown(Keys.R) && !oldstate.IsKeyDown(Keys.R)) { rd.BMS파일분석(); } if (currentstate.IsKeyDown(Keys.Y) && !oldstate.IsKeyDown(Keys.Y)) { rd.노트시간계산();sdmgr.시간들 = rd.시간들; } if (currentstate.IsKeyDown(Keys.S) && !oldstate.IsKeyDown(Keys.S)) { sdmgr.Play(); //var sd = soundEffects[1].CreateInstance(); //sd.Play(); } oldstate = currentstate; } base.Update(gameTime); }