// Private Constructor
 private SceneManager()
     : base()
 {
     this.activeScene          = null;
     this.totalNumberOfPlayers = NumberOfPlayers.One;
     this.colliderToggleKey    = Azul.AZUL_KEYS.KEY_D;
     this.internalClock        = 0.0f;
     this.globalHighScore      = 0;
     this.cachedPlayerOneScore = 0;
     this.cachedPlayerTwoScore = 0;
 }
 /// <summary>
 ///		Indexer for getting an InputKey given an AZUL_KEY in constant time
 /// </summary>
 /// <param name="keyName"></param>
 /// <returns></returns>
 public InputKey this[Azul.AZUL_KEYS keyName]
 {
     get
     {
         int      index        = (int)keyName;
         InputKey key          = this.hashBucket[index];
         string   assetMessage = "";
         if (key == null)
         {
             assetMessage = "The key \"" + keyName.ToString()
                            + "\" is not supported. Please add it to InputKeyMap.CreateAllInputKeys()";
         }
         Debug.Assert(key != null, assetMessage);
         return(key);
     }
 }
        ///////////////////////////////////////////////////////
        //
        // Other Public Methods
        //
        ///////////////////////////////////////////////////////

        /// <summary>
        ///		Set the key that should toggle the render of collision boxes.
        ///		You must go to InputKeyMap.CreateAllInputKeys() for supported Keys!
        /// </summary>
        /// <param name="newKey"></param>
        public void SetColliderToggleKey(Azul.AZUL_KEYS newKey)
        {
            this.colliderToggleKey = newKey;
        }
 public InputKey(Azul.AZUL_KEYS keyName)
 {
     this.name          = keyName;
     this.previousState = false;
     this.currentState  = false;
 }
        /// <summary>
        ///		Create a new entry in the hashtable given the Azul Key
        /// </summary>
        /// <param name="?"></param>
        private void NewEntry(Azul.AZUL_KEYS newKeyName)
        {
            int index = (int)newKeyName;

            this.hashBucket[index] = new InputKey(newKeyName);
        }
예제 #6
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 /// <summary>
 ///		Returns true if the key is currently pressed down
 /// </summary>
 /// <param name="key"></param>
 /// <returns></returns>
 public static bool GetKey(Azul.AZUL_KEYS key)
 {
     return(InputKeyController.GetKey(key));
 }
 /// <summary>
 ///		Returns true the moment the key is released
 ///		(should only return true once per key press)
 /// </summary>
 /// <param name="key"></param>
 /// <returns></returns>
 public static bool GetKeyUp(Azul.AZUL_KEYS key)
 {
     return(InputKeyController.keyMap[key].GetKeyUp());
 }