/// <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"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } if (gameover == true) { ScreenManager.AddScreen(new GameOverMenuScreen(), ControllingPlayer); MediaPlayer.Stop(); } else { // Otherwise move the player position. Vector2 movement = Vector2.Zero; if (keyboardState.IsKeyDown(Keys.Left)) movement.X--; if (keyboardState.IsKeyDown(Keys.Right)) movement.X++; if (keyboardState.IsKeyDown(Keys.Up)) movement.Y--; if (keyboardState.IsKeyDown(Keys.Down)) movement.Y++; Vector2 thumbstick = gamePadState.ThumbSticks.Left; movement.X += thumbstick.X * 5; movement.Y -= thumbstick.Y * 5; if (thumbstick.X > 0) { } /*if (movement.Length() > 1) movement.Normalize();*/ playerPosition += movement * 1; } }
/// <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.IsMenuUp(ControllingPlayer)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.IsMenuDown(ControllingPlayer)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } // Accept or cancel the menu? We pass in our ControllingPlayer, which may // either be null (to accept input from any player) or a specific index. // If we pass a null controlling player, the InputState helper returns to // us which player actually provided the input. We pass that through to // OnSelectEntry and OnCancel, so they can tell which player triggered them. PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }
/// <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> /// 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) { //we will need a loop to handle input for each player Players[1].HandleInput(input.CurrentGamePadStates[1]); Players[0].HandleInput(input.CurrentGamePadStates[0]); Players[2].HandleInput(input.CurrentGamePadStates[2]); Players[3].HandleInput(input.CurrentGamePadStates[3]); if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { // ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { /* if (gameover == true) { ScreenManager.AddScreen(new GameOverMenuScreen(), ControllingPlayer); MediaPlayer.Stop(); }*/ } }
/// <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) { //we will need a loop to handle input for each player //for(int p=0;p<2;p++) if (input.hasenteredthegame[1] && hellomessage == 0.0 ) {//when another player enters the game //we should display a hello message to let them know they have entered hellomessage = 5;//5 seconds } //if (input.hasenteredthegame[1]) {//player2 Has entered so let him play Players[1].HandleInput(input.CurrentGamePadStates[1]); } int p = 0;//player 1 { if (input.CurrentKeyboardStates[p].IsKeyDown(Keys.Up) == true | GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed) { mRotateTime += elapsed; if (mRotateTime > 0.1F) { mRotateTime = 0F; mCurrentShape.Rotation += 1; if ((mCurrentShape.Rotation > 3)) { mCurrentShape.Rotation = 0; } if (mPlayfield.CheckCollision(mCurrentShape) == true) { mCurrentShape.Rotation -= 1; if ((mCurrentShape.Rotation < 0)) { mCurrentShape.Rotation = 3; } } else { mSound.Play(Sound.SoundFX.Rotate); } } } else { mRotateTime = 0.3F; } if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. Vector2 movement = Vector2.Zero; if( input.CurrentGamePadStates[0].IsButtonUp(Buttons.DPadLeft)) mLeftTime = 0.1F; else // if (keyboardState.IsKeyDown(Keys.Left)) { mLeftTime += elapsed; if (mLeftTime > 0.1F) { mLeftTime = 0F; mCurrentShape.DrawPositionX -= 24; if (mPlayfield.CheckCollision(mCurrentShape) == true) mCurrentShape.DrawPositionX += 24; // mCurrentShape.PositionX -= 1; // if (mPlayfield.CheckCollision(mCurrentShape) == true) // { // mCurrentShape.PositionX += 1; // } } } if (gameover == true) { ScreenManager.AddScreen(new GameOverMenuScreen(), ControllingPlayer); MediaPlayer.Stop(); } if (input.CurrentGamePadStates[0].IsButtonUp(Buttons.DPadRight)) mRightTime = .1f; else //if (keyboardState.IsKeyDown(Keys.Right)) { mRightTime += elapsed; if (mRightTime > 0.1F) { mRightTime = 0F; mCurrentShape.DrawPositionX += 24; movement.X++; // mCurrentShape.DrawPositionX += 2; if (mPlayfield.CheckCollision(mCurrentShape) == true) mCurrentShape.DrawPositionX -= 24; } } if (input.CurrentGamePadStates[0].IsButtonUp(Buttons.DPadDown)) mDownTime = .2f; //Move the current piece down else { mDownTime += elapsed; if (mDownTime > 0.1F) { mDownTime = 0; mCurrentShape.DrawPositionY += 24; if (mPlayfield.CheckCollision(mCurrentShape) == true) { mCurrentShape.DrawPositionY -= 24; if (mCurrentShape.PositionY <= 0) { gameover = true; mSound.Pause(Sound.Music.Background); mSound.Play(Sound.SoundFX.GameOver); // return -1; }//end if (mCurrentShape.PositionY <= 0) //Add the shape to the playfield mPlayfield.AddShape(mCurrentShape); //Create a new shape CreateNewShape(); // return 1;//a new peice has been created } } } } } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(InputState input) { PlayerIndex playerIndex; // We pass in our ControllingPlayer, which may either be null (to // accept input from any player) or a specific index. If we pass a null // controlling player, the InputState helper returns to us which player // actually provided the input. We pass that through to our Accepted and // Cancelled events, so they can tell which player triggered them. if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } }