//Pause Screen is dismissed with Space! public override void HandleKeys(InputHelper aInputHelper, ISceneManager aSceneManager) { if (aInputHelper.IsNewPress(Keys.Space)) { aSceneManager.HideOverlay(); } }
//Handle Key presses in the scene public void DoKeys(InputHelper aInputHelper) { if (iCurrentOverlay != null) { iCurrentOverlay.HandleKeys(aInputHelper, this); } else { iCurrentScene.HandleKeys(aInputHelper, this); } }
//Show Pause screen with P public override void HandleKeys(InputHelper aInputHelper, ISceneManager aSceneManager) { //Show Pause Screen if (aInputHelper.IsNewPress(Keys.P)) { aSceneManager.ShowOverlay(new Pause()); } //Show The exit screen if (aInputHelper.IsNewPress(Keys.Escape)) { aSceneManager.ShowOverlay(new ExitGameIntsance()); } }
public override void HandleKeys(InputHelper aInputHelper, ISceneManager aSceneManager) { //Close/Quit :) if(aInputHelper.IsNewPress(Keys.Q) || aInputHelper.IsNewPress(Keys.Enter) || aInputHelper.IsNewPress(Keys.Y)) { Game1.ForceClose(); return; } //We don't want to close quit - return to previous screen if (aInputHelper.IsNewPress(Keys.N) || aInputHelper.IsNewPress(Keys.Back)) { aSceneManager.HideOverlay(); return; } }
public override void HandleKeys(InputHelper aInputHelper, ISceneManager aSceneManager) { //Does the user want to quit? if (aInputHelper.IsNewPress(Keys.Q) || aInputHelper.IsNewPress(Keys.Escape)) { aSceneManager.ShowOverlay(new ExitGameIntsance()); return; } //Else - Let's be silly! if (aInputHelper.IsCurPress(Keys.E) && aInputHelper.IsCurPress(Keys.W) && aInputHelper.IsCurPress(Keys.A) && aInputHelper.IsCurPress(Keys.N)) { //aSceneManager.SetScene(new SuperSpecialAwesomeScene()); Console.WriteLine("Dylan smells!"); return; } }
public abstract void HandleKeys(InputHelper aInputHelper, ISceneManager aSceneManager);
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { entityManager = new EntityManager(); iSceneManager = new SceneManager(Content); iInputHelper = new InputHelper(); iKinect = new KinectAdapter(graphics.GraphicsDevice, (isAvail) => { string title = null; string file = null; if (isAvail) { title = "Connected"; file = "Germz.Icon.ico"; iSceneManager.HideOverlay(); } else { title = "NO KINECT FOUND"; file = "Germz.NoKintec.Icon.ico"; iSceneManager.ShowOverlay(new KinectDisconnect()); } Window.Title = string.Format("Germz | Dynamic Dorks [{0}]", title); var filename = string.Format("Res/{0}", file); ((SForms.Form)SForms.Form.FromHandle(Window.Handle)).Icon = new SDrawing.Icon(filename); }); iKinect.OpenSensor(); //Show Main menu iSceneManager.SetScene(new Entities.Scenes.GameInstance()); colorRenderTarget = new RenderTarget2D(graphics.GraphicsDevice, 512, 424); //gestureRV = new GestureResultView(0, false, false, 0); //gestureDet = new GestureDetector(iKinect.iSensor, gestureRV); iKinect.OpenSensor(); depthHeight = iKinect.iSensor.DepthFrameSource.FrameDescription.Height; depthWidth = iKinect.iSensor.DepthFrameSource.FrameDescription.Width; base.Initialize(); }
public override void HandleKeys(InputHelper aInputHelper, ISceneManager aSceneManager) { return; }