void Start_ButtonPressed(GuiButtonEventArgs e, object sender) { // 4 pelaajaa niin dropataan keyboard if (players.Count == 4) { throw new NotImplementedException(); } GameObject keyboardPlayer = PlayerFactory.CreatePlayer(null, game); keyboardPlayer.Name = "Player 1"; keyboardPlayer.RemoveTag(game.StateManager.CurrentName); int p = 1; // 1x keyboard ja x määrä gamepad string[] charmaps = { "GREEN", "RED", "YELLOW" }; foreach (var index in players) { GameObject player = PlayerFactory.CreatePlayer(index, game); player.Name = "Player " + ++p; player.RemoveTag(game.StateManager.CurrentName); var spriter = player.FirstComponentOfType <SpriterComponent <Texture2D> >(); spriter.CharacterMaps = new Entity.CharacterMap[1]; spriter.CharacterMaps[0] = spriter.Entity.GetCharacterMap(charmaps[p - 2]); } foreach (var listener in game.GamepadListeners) { listener.RemoveMapping("Join"); listener.RemoveMapping("Unjoin"); } }
private void start_ButtonPressed(GuiButtonEventArgs e, object sender) { BeatEmUpGame game = this.game as BeatEmUpGame; GameStateManager gameStateManager = game.StateManager; // Alustetaan transition. Texture2D blank = game.Content.Load <Texture2D>("blank"); Fade fadeIn = new Fade(Color.Black, blank, new Rectangle(0, 0, 1280, 720), FadeType.In, 10, 10, 255); Fade fadeOut = new Fade(Color.Black, blank, new Rectangle(0, 0, 1280, 720), FadeType.Out, 10, 10, 0); fadeOut.StateFininshed += (s, a) => { gameStateManager.SwapStates(); }; // Alustetaan player. TransitionPlayer player = new TransitionPlayer(); player.AddTransition(fadeOut); player.AddTransition(fadeIn); gameStateManager.ChangeState(new HowManyPlayersState(), player); }
protected virtual void OnButtonDown(GuiButtonEventArgs e, object sender) { GuiEventHandler <GuiButtonEventArgs> eventHandler = (GuiEventHandler <GuiButtonEventArgs>)eventHandlers[EventButtonDown]; if (eventHandler != null) { eventHandler(e, sender); } }
/// <summary> /// Vapauttaa napin jos se on painettuna. /// </summary> public void Release() { if (!pressed && !down) { throw new InvalidGuiOperationException("Button cant be released if its not pressed or down."); } GuiButtonEventArgs guiButtonEventArgs = new GuiButtonEventArgs(pressed, down, true, timeDown); OnRelease(guiButtonEventArgs); OnButtonReleased(guiButtonEventArgs, this); timeDown = TimeSpan.Zero; pressed = false; down = false; }
/// <summary> /// Painaa napin pohjaan. /// </summary> /// <param name="release">Vapautetaanko nappi heti painamisen jälkeen.</param> public void Press(bool release = false) { if (pressed) { lastTimePressed = timeDown; return; } pressed = true; GuiButtonEventArgs guiButtonEventArgs = new GuiButtonEventArgs(pressed, down, release, timeDown); OnPress(release, guiButtonEventArgs); OnButtonPressed(guiButtonEventArgs, this); if (release) { Release(); } }
private void OnBackScroll(GuiButtonEventArgs e, object sender) { ScrollBack(1); }
private void OnForwardScroll(GuiButtonEventArgs e, object sender) { ScrollForward(1); }
/// <summary> /// Kutsutaan ennen Released eventtiä Release metodissa. Suoritetaan /// button kohtainen release logiikka tässä metodissa. /// </summary> protected virtual void OnRelease(GuiButtonEventArgs e) { }
/// <summary> /// Kutsutaan ennen Pressed eventtiä Press metodissa. Suoritetaan /// button kohtainen press logiikka tässä metodissa. /// </summary> protected virtual void OnPress(bool release, GuiButtonEventArgs e) { }
private void options_ButtonPressed(GuiButtonEventArgs e, object sender) { Console.WriteLine("Nothing here yet!"); }
private void exit_ButtonPressed(GuiButtonEventArgs e, object sender) { game.Exit(); }
private void start_ButtonPressed(GuiButtonEventArgs e, object sender) { ChangeState(new WorldMapState()); }
private void goBack_ButtonPressed(GuiButtonEventArgs e, object sender) { ChangeState(new MainMenuState()); }
protected override void OnPress(bool release, GuiButtonEventArgs e) { checkedValue = !checkedValue; OnCheckedd(GuiEventArgs.Empty, this); }