public void Update() { if (doInitDelay) { initialDelay--; } if (initialDelay <= 0) { doInitDelay = false; currentCommand = new NullCommand(); keyboardState = Keyboard.GetState(); foreach (Keys key in keyboardState.GetPressedKeys()) { if (commandLibrary.ContainsKey(key)) { currentCommand = commandLibrary[key]; currentCommand.Execute(); break; } } if (keyboardState.GetPressedKeys().Length == 0) { player.Idle(); } } }
public void SetKeyboardState(KeyboardState ob) { if(ob.GetPressedKeys().Length>0) switch (ob.GetPressedKeys()[0]) { case Keys.W: direction = GameObjects.Sprites.Direction.Up; action = GameObjects.Sprites.Action.Walking; break; case Keys.A: direction = GameObjects.Sprites.Direction.Left; action = GameObjects.Sprites.Action.Walking; break; case Keys.S: direction = GameObjects.Sprites.Direction.Down; action = GameObjects.Sprites.Action.Walking; break; case Keys.D: direction = GameObjects.Sprites.Direction.Right; action = GameObjects.Sprites.Action.Walking; break; default: action = GameObjects.Sprites.Action.Standing; break; } if (!ob.GetPressedKeys().Contains(Keys.W) && !ob.GetPressedKeys().Contains(Keys.A) && !ob.GetPressedKeys().Contains(Keys.S) && !ob.GetPressedKeys().Contains(Keys.D)) { action = GameObjects.Sprites.Action.Standing; } }
public void Update(KeyboardState Tastenstatus, ref string Text) { if (SchreibModus == true) { Lastposition = Text.Length; if (Tastenstatus.IsKeyDown(Keys.LeftShift)) { Großschreiben = true; if (Tastendruck == true && Tastenstatus.GetPressedKeys().Length == 1) { Tastendruck = false; } } else { Großschreiben = false; if (Tastendruck == true && Tastenstatus.GetPressedKeys().Length == 0) { Tastendruck = false; } } if (Tastenstatus.IsKeyDown(Keys.Back) && Lastposition > 0 && Tastendruck == false) { Text = Text.Remove(Lastposition - 1, 1); Tastendruck = true; } if (Lastposition <= MaxAnzahlZeichen) { Keys[] currentlyPressed = Tastenstatus.GetPressedKeys(); List<string> allowedChars = new List<string>(AllowedChars); foreach (Keys key in currentlyPressed) { Buchstabe = key.ToString(); if (Buchstabe.Length == 2) { Buchstabe = Buchstabe.Remove(0, 1); } if (allowedChars.Contains(Buchstabe.ToLower()) && Tastendruck == false) { Tastendruck = true; if (Großschreiben == true) { Text += Buchstabe.ToUpper(); } else { Text += Buchstabe.ToLower(); } } } } } }
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 static void UpdateInput() { oldKeyboardState = currentKeyboardState; currentKeyboardState = Keyboard.GetState(); Keys[] pressedKeys; pressedKeys = currentKeyboardState.GetPressedKeys(); foreach (Keys key in pressedKeys) { if( oldKeyboardState.IsKeyUp(key) ) { if (key == Keys.Back) // overflows { if (textString.Length > 0) textString = textString.Remove(textString.Length - 1, 1); } else if (key == Keys.Space) textString = textString.Insert(textString.Length, " "); else if (key == Keys.Enter) { Command = textString; InputParser.Update(); textString = String.Empty; } else textString += key.ToString(); } } }
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 List<char> ReturnDigitORNumberKeyAsChar(KeyboardState keyboardstate, KeyboardState oldKeyboardstate) { List<char> chars = new List<char>(); char c; bool shift = false; if (keyboardstate.IsKeyDown(Keys.LeftShift) || keyboardstate.IsKeyDown(Keys.RightShift)) shift = true; foreach (Keys a in keyboardstate.GetPressedKeys()) { if (oldKeyboardstate.IsKeyUp(a) && a != Keys.RightShift && a != Keys.LeftShift) { int i = a.GetHashCode(); c = (char)i; if (Char.IsLetterOrDigit(c)) if (shift) chars.Add(c); else chars.Add(Convert.ToChar(c.ToString().ToLower())); } } return chars; }
public static void Initialize() { previousState = currentState = Keyboard.GetState(); previousKeySet = new HashSet<Keys>(currentState.GetPressedKeys()); keyListeners = new HashSet<KeyListener>(); }
public void Update(KeyboardState state) { Keys[] pressed = state.GetPressedKeys(); List<Keys> toRemove = new List<Keys>(); List<Keys> toRelease = new List<Keys>(); foreach (KeyValuePair<Keys, AdvancedKeyState> key in States) { if (!pressed.Contains(key.Key)) { if (key.Value == AdvancedKeyState.Pressed || key.Value == AdvancedKeyState.Down) { toRelease.Add(key.Key); } else if (key.Value == AdvancedKeyState.Released) { toRemove.Add(key.Key); } } } foreach (var release in toRelease) { States[release] = AdvancedKeyState.Released; FireEvent(release); } foreach (var remove in toRemove) States.Remove(remove); foreach (var key in pressed) { if (!States.ContainsKey(key) || States[key] == AdvancedKeyState.Released) { States[key] = AdvancedKeyState.Pressed; FireEvent(key); } else if (States[key] == AdvancedKeyState.Pressed) { States[key] = AdvancedKeyState.Down; } } }
public static string TypeText(KeyboardState oldState, KeyboardState newState, string text, int maxchars, string def) { Keys[] oldKeys = oldState.GetPressedKeys(); Keys[] newKeys = newState.GetPressedKeys(); foreach (Keys key in oldKeys) { if (!newKeys.Contains(key)) { if (key == Keys.Back) { if (text.Length > 0) text = text.Remove(text.Length - 1); } else if (text.Length <= maxchars) { if (key == Keys.Space) { text += "_"; } else if (key.ToString().Length == 1) { if (text == def) text = ""; text += key.ToString(); } } } } return text; }
public static void getState() { oldTeclado = teclado; oldMouse = mouse; teclado = Keyboard.GetState(); mouse = Mouse.GetState(); Keys[] keys = teclado.GetPressedKeys(); foreach (Keys keyPressed in keys) { if (!keysPressed.Contains(keyPressed)) { keysPressed.Add(keyPressed); } } foreach (Keys keyPressed in keysPressed) { if (teclado.IsKeyUp(keyPressed)) { keysPressed.Remove(keyPressed); break; } } }
public void Update(GameTime gameTime, KeyboardState keyState) { if (IsAtive) { #region Change of direction if (keyState.GetPressedKeys().Contains(KeyLeft)) { this.Direction += DirectionSpeed * (float)gameTime.ElapsedGameTime.TotalMilliseconds; } if (keyState.GetPressedKeys().Contains(KeyRight)) { this.Direction -= DirectionSpeed * (float)gameTime.ElapsedGameTime.TotalMilliseconds; } #endregion Vector2 newPosition = ActualPosition + new Vector2((float)Math.Sin(Direction) * Speed * (float)gameTime.ElapsedGameTime.TotalMilliseconds, (float)Math.Cos(Direction) * Speed * (float)gameTime.ElapsedGameTime.TotalMilliseconds); float Distance = Vector2.Distance(newPosition, Positions[Positions.Count - 1]); if (SpaceParts <= 0) { for (int i = (int)(Distance / PartsDistance); i > 0; i--) { Vector2 newPart = Positions[Positions.Count - 1] + new Vector2((float)Math.Sin(Direction) * PartsDistance, (float)Math.Cos(Direction) * PartsDistance); Positions.Add(newPart); } } else { SpaceParts--; if (SpaceParts == 0) { Positions.Add(ActualPosition); } } ActualPosition = newPosition; #region Spaces SpaceTime -= gameTime.ElapsedGameTime.TotalMilliseconds; if (SpaceTime <= 0) { SpaceParts = SpacePartsMax; SpaceTime = 2000 + Nahoda.Next(0, 3000); } #endregion } }
private static void DevInput(MouseState mouse, KeyboardState keyboard) { if (keyboard.GetPressedKeys().Contains(Keys.Space)) { Camera.Position.X = 0; Camera.Position.Z = 0; } }
private void CalculateKeyDownMessages(KeyboardState newKeyState) { var keys = newKeyState.GetPressedKeys().Where(key => !_oldKeyState.IsKeyDown(key)); foreach (var key in keys) { _messageManager.QueueMessage(new KeyDownMessage(key)); } }
public override void Update(GameTime gameTime) { keyOldState = keyNewState; keyNewState = Keyboard.GetState(); if ((Game.IsActive && (keyNewState.GetPressedKeys().Length > 0 || keyOldState.GetPressedKeys().Length > 0) && KeyEvent != null)) KeyEvent(keyNewState, keyOldState); }
public void Update() { //Update the previous states m_PreviousState = m_CurrentState; m_PrevKeysPressed = m_PreviousState.GetPressedKeys(); m_CurrentState = Keyboard.GetState(); m_KeysPressed = m_CurrentState.GetPressedKeys(); }
public void Initialize() { m_CurrentState = new KeyboardState(); m_PreviousState = new KeyboardState(); m_CurrentState = Keyboard.GetState(); m_PreviousState = Keyboard.GetState(); m_KeysPressed = m_CurrentState.GetPressedKeys(); m_PrevKeysPressed = m_PreviousState.GetPressedKeys(); }
protected override void Update(GameTime delta, KeyboardState keyboard, MouseState mouse, RenderEngine renderEngine) { if (keyboard.GetPressedKeys().Length != 0) { if (keyboard.IsKeyDown(Keys.Escape)) NextGameState = null; else Fade(); } if (opacity.A != 255) Fade(); }
public static void Update() { LastState = CurrentState; CurrentState = Keyboard.GetState(); Pressed = CurrentState.GetPressedKeys().Where(k => LastState.IsKeyUp(k)).ToList(); Released = LastState.GetPressedKeys().Where(k => CurrentState.IsKeyUp(k)).ToList(); }
/// <summary> /// Update the KeyboardManager, calling the appropriate events. /// </summary> internal static void Update() { _currentState = Keyboard.GetState(); //Key down if (KeyDown != null) { foreach (Keys k in _currentState.GetPressedKeys()) { if (_lastState.IsKeyUp(k)) { KeyDown(null, new SingleKeyEventArgs(k)); } } } //Key up if (KeyUp != null) { foreach (Keys k in _lastState.GetPressedKeys()) { if (_currentState.IsKeyUp(k)) { KeyUp(null, new SingleKeyEventArgs(k)); } } } //Key press if (KeyPressed != null) { foreach (Keys s in _currentState.GetPressedKeys()) { if (!_knownDownKeys.Contains(s)) { _knownDownKeys.Add(s); } } List<Keys> rm = new List<Keys>(); foreach (Keys k in _knownDownKeys) { if (_currentState.IsKeyUp(k)) { KeyPressed(null, new SingleKeyEventArgs(k)); rm.Add(k); } } foreach (Keys rk in rm) { _knownDownKeys.Remove(rk); } } _lastState = _currentState; }
public void HandleKeyboardInput(KeyboardState keyboardState) { // Summon monster hotkey if (keyboardState.GetPressedKeys().Contains(Keys.S) && !previousKeyboardState.GetPressedKeys().Contains(Keys.S)) { UI.getInstance().OpenSummonDialog(); } if (keyboardState.GetPressedKeys().Contains(Keys.Enter) && !previousKeyboardState.GetPressedKeys().Contains(Keys.Enter)) { foreach (Button button in UI.getInstance().playerActionDialog.buttonCollection) { if (typeof(PassTurnButton) == button.GetType()) button.ClickHandler(); } } previousKeyboardState = keyboardState; }
public void update() { previousState = currentState; currentState = Keyboard.GetState(); Keys[] previousKeys = previousState.GetPressedKeys(); Keys[] currentKeys = currentState.GetPressedKeys(); _keyDowns = currentKeys.Except(previousKeys).ToArray(); }
public override void HandleInput(KeyboardState newKeyboardState, MouseState newMouseState, Game1 parent) { if (_timer < 0) if (newKeyboardState.GetPressedKeys().Length > 0 || _player.State != MediaState.Playing) { _player.Stop(); parent.SwitchScene(_next); } _windowSize = new Rectangle(0, 0, parent.Window.ClientBounds.Width, parent.Window.ClientBounds.Height); }
MouseState originalMouseState; //represents the mouse at program stard #endregion Fields #region Constructors public InputManager(Game game) : base(game) { // TODO: Construct any child components here originalKBState = Keyboard.GetState(); //get the keyboard state at program start originalKeys = originalKBState.GetPressedKeys(); //find the pressed keys at program start originalMouseState = Mouse.GetState(); //initialize the mouse state }
public override void Update(GameObject gameObject, GameTime gameTime) { newK = Keyboard.GetState(); foreach (Keys k in newK.GetPressedKeys()) { eventHandler.QueueEvent(new InputEvent(k, gameObject.ID)); } oldK = newK; }
KeyboardState prevKState; //Previous Keyboard State #endregion Fields #region Methods public void CatchKeys(int PlayerID) { if (capturedKeys.Count == 1) capturedKeys.Remove(Keys.Enter); prevKState = curKState; curKState = Keyboard.GetState(); Keys[] keys = curKState.GetPressedKeys(); foreach (Keys k in keys) if (curKState.IsKeyDown(k) && !prevKState.IsKeyDown(k)) capturedKeys.Add(k); }
public void HandleKeyboard(KeyboardState state) { if (!IsAlive) return; Keys[] pressed = state.GetPressedKeys(); foreach (Keys k in pressed) { switch (k) { case Keys.Space: Jump(); break; case Keys.D: case Keys.Right: if (_states.First() != PlayerState.Jump) { PushState(PlayerState.Walk); Direction = DirectionEnum.Right; _force.X = 2000; } else { Direction = DirectionEnum.Right; _force.X += 50; } break; case Keys.A: case Keys.Left: if (_states.First() != PlayerState.Jump) { PushState(PlayerState.Walk); Direction = DirectionEnum.Left; _force.X = -2000; } else { _force.X -= 50; Direction = DirectionEnum.Left; } break; } } if (_states.First() == PlayerState.Walk && (state.IsKeyUp(Keys.A) && state.IsKeyUp(Keys.D))) { PopState(); _force.X = 0; } }
/// <summary> /// Update the KeyboardManager, calling the appropriate events. /// </summary> internal static void Update() { _currentState = Keyboard.GetState(); //Key down if (KeyDown != null) { foreach (Keys k in _currentState.GetPressedKeys()) { if (_lastState.IsKeyUp(k)) { KeyDown(null, new SingleKeyEventArgs(k)); } } } //Key up if (KeyUp != null) { foreach (Keys k in _lastState.GetPressedKeys()) { if (_currentState.IsKeyUp(k)) { KeyUp(null, new SingleKeyEventArgs(k)); } } } //Key press if (KeyPressed != null) { foreach (Keys s in _currentState.GetPressedKeys()) { if (!_knownDownKeys.Contains(s)) { _knownDownKeys.Add(s); } } for (int i = 0; i < _knownDownKeys.Count; i++ ) { if (_currentState.IsKeyUp(_knownDownKeys[i])) { KeyPressed(null, new SingleKeyEventArgs(_knownDownKeys[i])); _knownDownKeys.RemoveAt(i); i--; } } } _lastState = _currentState; }
public override void Update(GameTime gameTime) { clavier = Keyboard.GetState(); videoPlayer.Play(myVideoFile); if (gameTime.TotalGameTime.TotalSeconds > myVideoFile.Duration.Seconds + 0.5f || clavier.GetPressedKeys().Length > 0) { videoPlayer.Stop(); Gestion_Ecran.Goto_Ecran("Menu Principal"); this.Shutdown(); } base.Update(gameTime); }
public MMGKeyboard() { secretKeyboard = this; pressed = new List<Keys>(); released = new List<Keys>(); timer = new Dictionary<Keys, float>(); names = new Dictionary<string, Keys>(); keyboard = Keyboard.GetState(); previous = current = keyboard.GetPressedKeys(); }