public override void HandleInput(InputState input, GameTime gameTime) { // Move to the previous menu entry? if (input.IsKeyUp()) { selectedEntry--; screenManager.MenuItemSound.Play(0.5f, 0.0f, 0.0f); if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.IsKeyDown()) { selectedEntry++; screenManager.MenuItemSound.Play(0.5f, 0.0f, 0.0f); if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } // Handle selecting menu entries to proceed to next screen, or exiting from this screen. if (input.IsMenuSelect()) { OnSelectEntry(selectedEntry); } else if (input.IsMenuCancel()) { OnCancel(); } }
public void HandleInput(InputState input, GameTime gameTime) { for (int i = 0; i < 4; i++) movement[i] = false; if (input.IsHoldDown()) { position.Y += posDelta; movement[0] = true; } if (input.IsHoldUp()) { position.Y -= posDelta; movement[1] = true; } if (input.IsHoldLeft()) { position.X -= posDelta; movement[2] = true; } if (input.IsHoldRight()) { position.X += posDelta; movement[3] = true; } boundingBox.X = (int)Position.X; boundingBox.Y = (int)Position.Y; if (input.IsUseButtonPressed()) ((PlayableMainGameScreen)OwnerScreen).PlayerInteraction(gameTime); }
public void HandleInput(InputState input) { if (selectingTarget) { HandleTargetSelection(input); } else { HandleActionMenuInput(input); } }
public override void HandleInput(InputState input, GameTime gameTime) { base.HandleInput(input, gameTime); if (input.IsPauseButtonPressed()) { screenManager.AddScreen(new PauseScreen()); } if (input.IsInGameMenuButtonPressed()) { screenManager.AddScreen(new InGameMenuScreen()); } if (input.IsInGameEscapeButtonPressed()) { LoadingScreen.Load(ScreenManager, new MainMenuScreen()); } player.HandleInput(input, gameTime); CheckForCollision(); HandleScrolling(); }
public override void HandleInput(InputState input, GameTime gameTime) { // Move to the previous menu entry? if (input.IsKeyUp() || input.IsKeyRight()) { selectedMajorMenuEntry--; screenManager.MenuItemSound.Play(0.5f, 0.0f, 0.0f); if (selectedMajorMenuEntry < 0) { selectedMajorMenuEntry++; } else if (selectedMajorMenuEntry < topDisplayedEntryIndex) { topDisplayedEntryIndex--; botDisplayedEntryIndex--; } } // Move to the next menu entry? if (input.IsKeyDown() || input.IsKeyLeft()) { selectedMajorMenuEntry++; screenManager.MenuItemSound.Play(0.5f, 0.0f, 0.0f); if (selectedMajorMenuEntry > MenuEntries.Count - 1) { selectedMajorMenuEntry--; } else if (selectedMajorMenuEntry > botDisplayedEntryIndex) { topDisplayedEntryIndex++; botDisplayedEntryIndex++; } } // Handle selecting menu entries to proceed to next screen, or exiting from this screen. if (input.IsMenuSelect()) { } else if (input.IsMenuCancel()) { ExitScreen(); } }
// Handles user input; only called when screen is active. public virtual void HandleInput(InputState input) { }
protected void HandleTargetSelection(InputState input) { if (input.IsKeyUp()) { selectedTarget--; if (selectedTarget < 0) selectedTarget = OwnerScreen.BattleMembers.Count - 1; } if (input.IsKeyDown()) { selectedTarget++; if (selectedTarget >= OwnerScreen.BattleMembers.Count()) selectedTarget = 0; } if (input.IsMenuSelect()) { // Logic to do with performing an action... CurrentCombatAction.PerformAction(this, OwnerScreen.BattleMembers[selectedTarget], CurrentCombatAction); // Reset shit so it doesn't stick on any menu. selectingTarget = false; // Go go go. OwnerScreen.AdvanceTurn(); } }
protected void HandleActionMenuInput(InputState input) { // Move to the previous menu entry? if (input.IsKeyUp()) { selectedAction--; //screenManager.MenuItemSound.Play(0.5f, 0.0f, 0.0f); if (selectedAction < 0) selectedAction = CombatActions.Count() - 1; } // Move to the next menu entry? if (input.IsKeyDown()) { selectedAction++; //screenManager.MenuItemSound.Play(0.5f, 0.0f, 0.0f); if (selectedAction >= CombatActions.Count()) selectedAction = 0; } // Handle selecting menu entries to proceed to next screen, or exiting from this screen. if (input.IsMenuSelect()) { OnSelectAction(selectedAction); } //else if (input.IsMenuCancel()) //{ // OnCancel(); //} }
public override void HandleInput(InputState input, GameTime gameTime) { switch (currentBattleState) { case BattleState.Starting: break; case BattleState.PlayerTurn: player.HandleInput(input); break; case BattleState.EnemyTurn: break; case BattleState.AITurn: break; case BattleState.Victory: break; case BattleState.Defeat: break; } }
public override void HandleInput(InputState input, GameTime gameTime) { if (input.IsMenuCancel()) LoadingScreen.Load(screenManager, new MainMenuScreen()); }
protected void HandleMajorMenuEntryInput(InputState input) { // Move to the previous menu entry? if (input.IsKeyUp() || input.IsKeyLeft()) { selectedMajorMenuEntry--; AudioManager.PlaySound("beep"); if (selectedMajorMenuEntry < 0) selectedMajorMenuEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.IsKeyDown() || input.IsKeyRight()) { selectedMajorMenuEntry++; AudioManager.PlaySound("beep"); if (selectedMajorMenuEntry >= menuEntries.Count) selectedMajorMenuEntry = 0; } // Handle selecting menu entries to proceed to next screen, or exiting from this screen. if (input.IsMenuSelect()) { OnSelectMajorMenuEntry(selectedMajorMenuEntry); } else if (input.IsMenuCancel()) { OnCancel(); } }
// Handle input. public override void HandleInput(InputState input, GameTime gameTime) { HandleMajorMenuEntryInput(input); }
public override void HandleInput(InputState input, GameTime gameTime) { // Move to the previous menu entry? if (input.IsKeyUp() || input.IsKeyRight()) { selectedMajorMenuEntry--; AudioManager.PlaySound("beep"); if (selectedMajorMenuEntry < 0) selectedMajorMenuEntry = MenuEntries.Count - 1; } // Move to the next menu entry? if (input.IsKeyDown() || input.IsKeyLeft()) { selectedMajorMenuEntry++; AudioManager.PlaySound("beep"); if (selectedMajorMenuEntry >= MenuEntries.Count) selectedMajorMenuEntry = 0; } // Handle selecting menu entries to proceed to next screen, or exiting from this screen. if (input.IsMenuSelect()) { } else if (input.IsMenuCancel()) { ExitScreen(); } }
// Handles user input; only called when screen is active. public virtual void HandleInput(InputState input, GameTime gameTime) { }
public override void HandleInput(InputState input, GameTime gameTime) { base.HandleInput(input, gameTime); if (input.IsPauseButtonPressed()) { ExitScreen(); } }