/// <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> /// 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(); } }
/// <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]; if (input.IsPauseGame(ControllingPlayer)) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { float leftRightRot = 0; float leftRightRoll = 0; float upDownRot = 0; float turningSpeed = (float)gameti.ElapsedGameTime.TotalMilliseconds / 1000.0f; //Test turningSpeed *= 1.6f * gameSpeed; KeyboardState keys = Keyboard.GetState(); if (keys.IsKeyDown(Keys.D) || keys.IsKeyDown(Keys.Right)) leftRightRot += turningSpeed * turnMod; if (keys.IsKeyDown(Keys.A) || keys.IsKeyDown(Keys.Left)) leftRightRot -= turningSpeed * turnMod; if (keys.IsKeyDown(Keys.S) || keys.IsKeyDown(Keys.Down)) upDownRot += turningSpeed * turnMod; if (keys.IsKeyDown(Keys.W) || keys.IsKeyDown(Keys.Up)) upDownRot -= turningSpeed * turnMod; MouseState state = Mouse.GetState(); int x = 0; int y = 0; Mouse.SetPosition(x, y);//Hier wird die Maus Position auf x=0 und y= 0 gesetzt int mausX = state.X; int mausY = state.Y; //Hier wird geprüft ob die Maus bewegt wurde if (mausX != x || mausY != y ) { mousePlay(mausX, mausY, leftRightRot, leftRightRoll, upDownRot, turningSpeed); } if (keys.IsKeyDown(Keys.Q) || state.XButton1 == ButtonState.Pressed) leftRightRoll -= turningSpeed * turnMod * 1.5f; if (keys.IsKeyDown(Keys.E) || state.XButton2 == ButtonState.Pressed) leftRightRoll += turningSpeed * turnMod * 1.5f; Quaternion additionalRot = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, -1), leftRightRoll) * Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), upDownRot) * Quaternion.CreateFromAxisAngle(new Vector3(0, -1, 0), leftRightRot); xwingRotation *= additionalRot; if (state.LeftButton == ButtonState.Pressed || keys.IsKeyDown(Keys.Space)) { double currentTime = gameti.TotalGameTime.TotalMilliseconds; // if (currentTime - lastBulletTime > 150) { Bullet newBullet = new Bullet(); newBullet.position = xwingPosition; newBullet.rotation = xwingRotation; newBullet.persistence = currentTime; //Lebenszeit initialisieren bulletList.Add(newBullet); lastBulletTime = currentTime; countBullets++; weaponSound.Play(); } } } }
/// <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; menuButtonHover.Play(); } // Move to the next menu entry? if (input.IsMenuDown(ControllingPlayer)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; menuButtonHover.Play(); } // 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); } }