public static void UpdateInputStates(bool adjustPosition = false) { if (!inputHandlersReady) { return; } prevKeys = currKeys; currKeys = KeyboardInputHandler.GetState(); if (adjustPosition) { prevMouse = currMouse; } else { MouseState newState = new MouseState(prevMouse.X, prevMouse.Y, currMouse.ScrollWheelValue, currMouse.LeftButton, currMouse.MiddleButton, currMouse.RightButton, currMouse.XButton1, currMouse.XButton2); prevMouse = newState; } currMouse = MouseInputHandler.MouseState; currWheelVal = prevMouse.ScrollWheelValue; newWheelVal = currMouse.ScrollWheelValue; //if (currWheelVal != newWheelVal) //{ // if (newWheelVal > currWheelVal) // currWheelVal+= 60/ 6; // else // currWheelVal -= 60 / 6; //} }
private void Start() { _gamepadInput = GetComponentInParent <GamepadInputHandler>(); _gamepadInput.OnAttack += OnAttack; _keyboardInput = GetComponentInParent <KeyboardInputHandler>(); _keyboardInput.OnAttack += OnAttack; _playerMovement = GetComponentInParent <PlayerMovement>(); anim = GetComponentInParent <Animator>(); }
public static void UpdateInputStates() { if (!inputHandlersReady) { return; } previousKeys = currentKeys; previousMouse = currentMouse; currentKeys = KeyboardInputHandler.GetState(); currentMouse = MouseInputHandler.MouseState; }
private void Start() { canMove = true; rb = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); gamepadInput = GetComponent <GamepadInputHandler>(); gamepadInput.OnMovement += OnMove; gamepadInput.OnStopMoving += OnStopMoving; keyboardInput = GetComponent <KeyboardInputHandler>(); keyboardInput.OnMovement += OnMove; keyboardInput.OnStopMoving += OnStopMoving; }
protected override void Initialize() { redShip = new Ship(this,graphics,Vector2.Zero); redShip.LoadContent(Content, "RedTriangle"); Vector2 position = new Vector2(200, 200); greenShip = new Ship(this, graphics,position); greenShip.LoadContent(Content, "GreenTriangle"); AutoResetEvent autoEvent = new AutoResetEvent(false); keyboardInputHandler = new KeyboardInputHandler(); //TimerCallback tcb = keyboardInputHandler.WriteBuffer; //Timer keyboardTimer = new Timer(tcb, autoEvent, 1000, 250); base.Initialize(); }
private void Start() { _inputHandler = GetComponent <GamepadInputHandler>(); _inputHandler.OnAPressed += Skip; _keyboardInput = GetComponent <KeyboardInputHandler>(); _keyboardInput.OnSkip += Skip; alphaValue = 0; text.GetComponent <CanvasRenderer>().SetAlpha(alphaValue); sentencesCounter = 0; fadeInOutDuration *= 60; text.text = sentences[sentencesCounter]; //textRyhtm = (sentences[sentencesCounter].Length)*2; //text.CrossFadeAlpha(1, fadeInOutDuration, false); nextSentence = (sentences[sentencesCounter].Length); }
private void Start() { _gamepadInput = GetComponentInParent <GamepadInputHandler>(); _gamepadInput.OnAttack += OnAttack; _gamepadInput.OnEnterFirstPerson += EnterFP; _gamepadInput.OnExitFirstPerson += ExitFP; _gamepadInput.OnTakeAim += TakeAim; _gamepadInput.OnReleaseArrow += Shoot; _keyboardInput = GetComponentInParent <KeyboardInputHandler>(); _keyboardInput.OnAttack += OnAttack; _keyboardInput.OnEnterFirstPerson += EnterFP; _keyboardInput.OnExitFirstPerson += ExitFP; _playerMovement = GetComponentInParent <PlayerMovement>(); anim = GetComponentInParent <Animator>(); }
/// <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() { IsMouseVisible = true; TargetElapsedTime = TimeSpan.FromTicks(166666); Console.WriteLine("Initializing..."); var basicGameElementFactory = new BasicGameElementFactory(); var gameScene = new GameScene(basicGameElementFactory.MakeScene(Content, graphics)); gameScene.GameManagers.Add(typeof(KeyboardInputManager), new KeyboardInputManager(gameScene.EventAggregator)); gameScene.GameManagers.Add(typeof(MouseInputManager), new MouseInputManager(gameScene.EventAggregator)); var keyboardInputHandler = new KeyboardInputHandler(basicGameElementFactory.MakeComponent()); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.Up), (keyboardState, components) => components.GetComponent <Transform>().Position += new Vector3(0, -2, 0)); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.Down), (keyboardState, components) => components.GetComponent <Transform>().Position += new Vector3(0, 2, 0)); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.Left), (keyboardState, components) => components.GetComponent <Transform>().Position += new Vector3(-2, 0, 0)); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.Right), (keyboardState, components) => components.GetComponent <Transform>().Position += new Vector3(2, 0, 0)); gameScene.EventAggregator.SubsribeEvent(keyboardInputHandler); gameScene.GameObjects.First(go => go.Name == "Camera") .AddComponent <KeyboardInputHandler>(keyboardInputHandler); _sceneManager = new SceneManager(gameScene, Content); base.Initialize(); }
public void SetKeyboardInputHandler(KeyboardInputHandler onKeyboardEvent) { _onKeyboardEvent = onKeyboardEvent; }
private void Start() { _playerInput = GameObject.FindGameObjectWithTag("Player").GetComponent <GamepadInputHandler>(); _playerKeyboardInput = GameObject.FindGameObjectWithTag("Player").GetComponent <KeyboardInputHandler>(); _playerInput.OnPause += OpenCloseMenu; }
public GameScene(IScene scene) : base(scene) { var gameElementFactory = new BasicGameElementFactory(); IGameObject gameObject = new BasicGameObject("Mario") .AddComponent <Transform>(new Transform(gameElementFactory.MakeComponent())) .AddComponent <Text>(new Text(gameElementFactory.MakeComponent(), "Terminus")) .AddComponent <Sprite>(new Sprite(gameElementFactory.MakeComponent(), "MarioSprite", 1)) as IGameObject; var mouseInputHandler = new MouseInputHandler(gameElementFactory.MakeComponent()); EventAggregator.SubsribeEvent(mouseInputHandler); var mouseWhatever = new MouseState().ScrollWheelValue; mouseInputHandler.AddEventListener(mouseState => true, (mouseState, dependencies) => { var camera = GameObjects.First(go => go.Name == "Camera").GetComponent <Camera>(); dependencies.GetComponent <Transform>().Position = new Vector3(camera.ScreenToWorld(mouseState.Position.ToVector2()), 0); dependencies.GetComponent <Text>().TextContent = "Current mouse pos in screen space \nx: " + mouseState.X + "\ny: " + mouseState.Y; dependencies.GetComponent <Text>().TextContent += "\nCurrent camera pos in world space \nx: " + camera.Dependencies.GetComponent <Transform>().Position.X + "\ny: " + camera.Dependencies.GetComponent <Transform>().Position.Y + "\nCurrent mouse pos in world space \nx: " + dependencies.GetComponent <Transform>().Position.X + "\ny: " + dependencies.GetComponent <Transform>().Position.Y; var scale = (mouseWhatever - mouseState.ScrollWheelValue) * 0.001f; if (Math.Abs(scale) > 0.001f) { mouseWhatever = mouseState.ScrollWheelValue; camera.Dependencies.GetComponent <Transform>().Scale += new Vector3(scale, scale, 0); } } ); gameObject.AddComponent <MouseInputHandler>(mouseInputHandler); GameObjects.Add(gameObject); gameObject = new BasicGameObject("InvertedMario") .AddComponent <Transform>(new Transform(gameElementFactory.MakeComponent(), new Vector3(50, 200, 0), new Vector3(0.5f, 1f, 1f))) .AddComponent <Sprite>(new Sprite(gameElementFactory.MakeComponent(), "InvertedMarioSprite")) as IGameObject; var keyboardInputHandler = new KeyboardInputHandler(gameElementFactory.MakeComponent()); EventAggregator.SubsribeEvent(keyboardInputHandler); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.W), (keyboardState, components) => components.GetComponent <Transform>().Position += new Vector3(0, -2, 0)); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.S), (keyboardState, components) => components.GetComponent <Transform>().Position += new Vector3(0, 2, 0)); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.A), (keyboardState, components) => components.GetComponent <Transform>().Position += new Vector3(-2, 0, 0)); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.D), (keyboardState, components) => components.GetComponent <Transform>().Position += new Vector3(2, 0, 0)); keyboardInputHandler.AddEventListener( keyboardState => keyboardState.IsKeyDown(Keys.Space), (keyboardState, components) => components.GetComponent <Transform>().Rotation *= Matrix.CreateFromYawPitchRoll(0, 0, MathHelper.PiOver4 / 10)); gameObject.AddComponent <KeyboardInputHandler>(keyboardInputHandler); gameObject.GetComponent <Transform>().Rotation = Matrix.CreateFromYawPitchRoll(0, 0, MathHelper.PiOver4); GameObjects.Add(gameObject); var invertedMario = gameObject; gameObject = new BasicGameObject("RedMario") .AddComponent <Transform>(new Transform(gameElementFactory.MakeComponent(), new Vector3(200, 0, 0))) .AddComponent <Sprite>(new Sprite(gameElementFactory.MakeComponent(), "RedMarioSprite", 2)) as IGameObject; //gameObject.AddComponent<Transform>(new Transform(new Vector3(100, 0, 0), new Vector3(1, 2, 1), Matrix.CreateFromYawPitchRoll(0, 0, -MathHelper.PiOver2)));gameObject.AddComponent<Transform>(new Transform_ Transform_ ()S)_ Transform_< AddComponent();addcompob GameObjects.Add(gameObject); gameObject.GetComponent <Transform>().SetTransformParent(invertedMario.GetComponent <Transform>()); }
public ComposeMessage(WindowManager owner, KeyboardInputHandler <UserCommand> keyboardInput, Game game) : base(owner, DecorationSize.X + owner.TextFontDefault.Height * 37, DecorationSize.Y + owner.TextFontDefault.Height * 2 + ControlLayout.SeparatorSize * 1, Viewer.Catalog.GetString("Compose Message (e.g. receiver1, receiver2: message body)")) { this.keyboardInput = keyboardInput; this.game = game; }
private void Update() { MouseInputHandler?.Invoke(); KeyboardInputHandler?.Invoke(); }