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(); } }
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(); //} }
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(); } }
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(); } }
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(); } }