/// <summary> /// Configuramos los controles /// </summary> void setupInput() { // setup input for jumping. we will allow z on the keyboard or a on the gamepad jumpInput = new VirtualButton(); jumpInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Z)); jumpInput.nodes.Add(new Nez.VirtualButton.GamePadButton(0, Buttons.A)); downInput = new VirtualButton(); downInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Down)); downInput.nodes.Add(new Nez.VirtualButton.GamePadButton(0, Buttons.DPadDown)); leftInput = new VirtualButton(); leftInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Left)); leftInput.nodes.Add(new Nez.VirtualButton.GamePadButton(0, Buttons.DPadLeft)); rightInput = new VirtualButton(); rightInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Right)); rightInput.nodes.Add(new Nez.VirtualButton.GamePadButton(0, Buttons.DPadRight)); testInput = new VirtualButton(); testInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.C)); // horizontal input from dpad, left stick or keyboard left/right xAxisInput = new VirtualIntegerAxis(); xAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadDpadLeftRight()); xAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadLeftStickX()); xAxisInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); }
void setupInput() { // horizontal input from dpad, left stick or keyboard left/right _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadDpadLeftRight()); _xAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadLeftStickX()); _xAxisInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); YAxisInput = new VirtualIntegerAxis(); YAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadDpadUpDown()); YAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadLeftStickY()); YAxisInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); // vertical input from dpad, left stick or keyboard up/down _jumpInput = new VirtualButton(); _jumpInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.A)); _jumpInput.nodes.Add(new Nez.VirtualButton.GamePadButton(0, Buttons.A)); _rollInput = new VirtualButton(); _rollInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Q)); _rollInput.nodes.Add(new Nez.VirtualButton.GamePadButton(0, Buttons.X)); _floatInput = new VirtualButton(); _floatInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Space)); _attackInput = new VirtualButton(); _attackInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.F)); }
public InmatningsHanterare() { AvändKnapp = new VirtualButton(); AvändKnapp.AddKeyboardKey(Keys.A).AddKeyboardKey(Keys.Enter).AddGamePadButton(0, Buttons.A); AttackKnapp = new VirtualButton(); AttackKnapp.AddKeyboardKey(Keys.Z).AddGamePadButton(0, Buttons.X); HoppKnapp = new VirtualButton(); HoppKnapp.AddKeyboardKey(Keys.X).AddGamePadButton(0, Buttons.A); UppKnapp = new VirtualButton(); UppKnapp.AddKeyboardKey(Keys.Up).AddGamePadButton(0, Buttons.DPadUp); HögerKnapp = new VirtualButton(); HögerKnapp.AddKeyboardKey(Keys.Right).AddGamePadButton(0, Buttons.DPadRight); VänsterKnapp = new VirtualButton(); VänsterKnapp.AddKeyboardKey(Keys.Left).AddGamePadButton(0, Buttons.DPadLeft); NedKnapp = new VirtualButton(); NedKnapp.AddKeyboardKey(Keys.Down).AddGamePadButton(0, Buttons.DPadDown); RörelseAxelX = new VirtualIntegerAxis(); RörelseAxelX.AddKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right).AddGamePadLeftStickX().AddGamePadDPadLeftRight(); RörelseAxelY = new VirtualIntegerAxis(); RörelseAxelY.AddKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down).AddGamePadLeftStickY().AddGamePadDPadUpDown(); VäljKnapp = new VirtualButton(); VäljKnapp.AddKeyboardKey(Keys.Enter).AddGamePadButton(0, Buttons.A).AddGamePadButton(0, Buttons.Start); }
private void SetupInput() { // setup input for shooting a gun. we will allow z on the keyboard or a on the gamepad _fireInput = new VirtualButton(); _fireInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Space)); _fireInput.nodes.Add(new Nez.VirtualButton.GamePadButton(0, Buttons.RightShoulder)); _jumpInput = new VirtualButton(); //_jumpInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Space)); _jumpInput.nodes.Add(new Nez.VirtualButton.GamePadButton(0, Buttons.A)); _glassesInput = new VirtualButton(); _glassesInput.nodes.Add(new VirtualButton.KeyboardKey(Keys.E)); _endGame = new VirtualButton(); _endGame.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.H)); // horizontal input from dpad, left stick or keyboard left/right _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadDpadLeftRight()); _xAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadLeftStickX()); _xAxisInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); // vertical input from dpad, left stick or keyboard up/down _yAxisInput = new VirtualIntegerAxis(); _yAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadDpadUpDown()); _yAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadLeftStickY()); _yAxisInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); }
private void SetupInput() { // horizontal input from dpad, left stick or keyboard left/right X_AxisInput = new VirtualIntegerAxis(); X_AxisInput.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); X_AxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); X_AxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D)); X_AxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); X_AxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); X_AxisInput.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); // vertical input from dpad, left stick or keyboard up/down Y_AxisInput = new VirtualIntegerAxis(); Y_AxisInput.Nodes.Add(new VirtualAxis.GamePadDpadUpDown()); Y_AxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickY()); Y_AxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.W, Keys.S)); Y_AxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); Y_AxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickY()); Y_AxisInput.Nodes.Add(new VirtualAxis.GamePadDpadUpDown()); //Attack input AttackInput = new VirtualButton(); AttackInput.Nodes.Add(new VirtualButton.MouseLeftButton()); AttackInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.M)); AttackInput.Nodes.Add(new VirtualButton.GamePadButton(0, Buttons.X)); //Jump INput JumpInput = new VirtualButton(); JumpInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.Space)); JumpInput.Nodes.Add(new VirtualButton.GamePadButton(0, Buttons.A)); }
void SetupInput() { // setup input for jumping. we will allow z on the keyboard or a on the gamepad _jumpInput = new VirtualButton(); _jumpInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.Z)); _jumpInput.Nodes.Add(new VirtualButton.GamePadButton(0, Buttons.A)); // horizontal input from dpad, left stick or keyboard left/right _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); _xAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); _xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); // vertical input of ^, used for dashing _yAxisInput = new VirtualIntegerAxis(); _yAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadUpDown()); _yAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickY()); _yAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); // running input, left shift on keyboard and b on gamepad _runInput = new VirtualButton(); _runInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.LeftShift)); _runInput.Nodes.Add(new VirtualButton.GamePadButton(0, Buttons.B)); //dash input, X on keyboard and X on gamepad _dashInput = new VirtualButton(); _dashInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.X)); _dashInput.Nodes.Add(new VirtualButton.GamePadButton(0, Buttons.X)); }
public static void Begin(Level self) { if (Settings.Enabled) { PlayerTwoDash = new VirtualButton(); PlayerTwoDash.Nodes.Add(new VirtualButton.KeyboardKey(Keys.J)); PlayerTwoJump = new VirtualButton(); PlayerTwoJump.Nodes.Add(new VirtualButton.KeyboardKey(Keys.K)); PlayerTwoGrab = new VirtualButton(); PlayerTwoGrab.Nodes.Add(new VirtualButton.KeyboardKey(Keys.H)); PlayerTwoMoveX = new VirtualIntegerAxis(); PlayerTwoMoveX.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehaviors.TakeNewer, Keys.NumPad4, Keys.NumPad6)); PlayerTwoMoveY = new VirtualIntegerAxis(); PlayerTwoMoveY.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehaviors.TakeNewer, Keys.NumPad8, Keys.NumPad5)); PlayerTwoAim = new VirtualJoystick(true); PlayerTwoAim.Nodes.Add(new VirtualJoystick.KeyboardKeys(VirtualInput.OverlapBehaviors.TakeNewer, Keys.NumPad4, Keys.NumPad6, Keys.NumPad8, Keys.NumPad5)); Player P1 = Celeste.Scene.Entities.FindFirst <Player>(); PlayerTwo Madeline2 = new PlayerTwo(P1.Position, PlayerSpriteMode.MadelineNoBackpack) { IntroType = PlayerTwo.IntroTypes.None }; Celeste.Scene.Entities.Add(Madeline2); } orig_Begin(self); }
public void SetupInput() { _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.AddKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right); _yAxisInput = new VirtualIntegerAxis(); _yAxisInput.AddKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down) .AddKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.W, Keys.S); }
public InputManager() { _interactionButton = new VirtualButton(); _interactionButton .addKeyboardKey(Keys.X) .addKeyboardKey(Keys.Z) .addKeyboardKey(Keys.C) .addKeyboardKey(Keys.Space) .addKeyboardKey(Keys.Enter) .addGamePadButton(0, Buttons.A) .addGamePadButton(0, Buttons.X); _returnTimeButton = new VirtualButton(); _returnTimeButton .addKeyboardKey(Keys.X) .addGamePadButton(0, Buttons.B); _timeSlowdownButton = new VirtualButton(); _timeSlowdownButton .addKeyboardKey(Keys.Z) .addGamePadButton(0, Buttons.Y); _bushButton = new VirtualButton(); _bushButton .addKeyboardKey(Keys.C) .addGamePadButton(0, Buttons.X); _jumpButton = new VirtualButton(); _jumpButton .addKeyboardKey(Keys.Space) .addGamePadButton(0, Buttons.A); _upButton = new VirtualButton(); _upButton .addKeyboardKey(Keys.Up) .addGamePadButton(0, Buttons.DPadUp); _downButton = new VirtualButton(); _downButton .addKeyboardKey(Keys.Down) .addGamePadButton(0, Buttons.DPadDown); _movementAxis = new VirtualIntegerAxis(); _movementAxis .addKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right) .addGamePadLeftStickX() .addGamePadDPadLeftRight(); _selectButton = new VirtualButton(); _selectButton .addKeyboardKey(Keys.Enter) .addGamePadButton(0, Buttons.A) .addGamePadButton(0, Buttons.Start); }
protected ControlScheme() { LMove = new VirtualButton(); RMove = new VirtualButton(); LRotate = new VirtualButton(); RRotate = new VirtualButton(); Hold = new VirtualButton(); SoftDrop = new VirtualButton(); HardDrop = new VirtualButton(); MoveAxis = new VirtualIntegerAxis(new RepeatingButtonAxis(LMove, RMove)); }
public PlayerControllerSystem(World world) : base(world) { ecsContext = world; horizontalAxis = new VirtualIntegerAxis(); horizontalAxis.AddKeyboardKeys(VirtualInput.OverlapBehavior.CancelOut, Keys.A, Keys.D); verticalAxis = new VirtualIntegerAxis(); verticalAxis.AddKeyboardKeys(VirtualInput.OverlapBehavior.CancelOut, Keys.S, Keys.W); shootButton = new VirtualButton(); shootButton.AddMouseLeftButton(); }
private void SetupInput() { _primaryAttackInput = new VirtualButton(); _primaryAttackInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.Space)); // horizontal input from dpad, left stick or keyboard left/right _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D)); // vertical input from dpad, left stick or keyboard up/down _yAxisInput = new VirtualIntegerAxis(); _yAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.W, Keys.S)); }
void SetupInput() { // setup input for jumping. we will allow z on the keyboard or a on the gamepad _jumpInput = new VirtualButton(); _jumpInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.Z)); _jumpInput.Nodes.Add(new VirtualButton.GamePadButton(0, Buttons.A)); // horizontal input from dpad, left stick or keyboard left/right _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); _xAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); _xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); }
void SetupInput() { // horizontal input from dpad, left stick or keyboard left/right _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); _xAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); _xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); // vertical input from dpad, left stick or keyboard up/down _yAxisInput = new VirtualIntegerAxis(); _yAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadUpDown()); _yAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickY()); _yAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); }
void setupInput() { // setup input for shooting a fireball. we will allow z on the keyboard or a on the gamepad fireInput = new VirtualButton(); fireInput.Nodes.Add(new Nez.VirtualButton.MouseLeftButton()); // horizontal input from dpad, left stick or keyboard left/right xAxisInput = new VirtualIntegerAxis(); xAxisInput.Nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D)); // vertical input from dpad, left stick or keyboard up/down yAxisInput = new VirtualIntegerAxis(); yAxisInput.Nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.W, Keys.S)); }
void SetupInput() { xAxisInput = new VirtualIntegerAxis(); xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); yAxisInput = new VirtualIntegerAxis(); yAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); primaryAttackInput = new VirtualButton(); primaryAttackInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.Z)); jumpInput = new VirtualButton(); jumpInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.Space)); }
void setupInput() { //setup input for flying space or a on gamepad _flyInput = new VirtualButton(); _flyInput.nodes.Add(new VirtualButton.KeyboardKey(Microsoft.Xna.Framework.Input.Keys.Space)); _flyInput.nodes.Add(new VirtualButton.GamePadButton(0, Buttons.A)); // horizontal input from dpad left stidk or keyboard left rights or a d _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); _xAxisInput.nodes.Add(new VirtualAxis.GamePadLeftStickX()); _xAxisInput.nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); _xAxisInput.nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D)); }
void setupInput() { xAxisInput = new VirtualIntegerAxis(); xAxisInput.nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); xAxisInput.nodes.Add(new VirtualAxis.GamePadLeftStickX()); xAxisInput.nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); xAxisInput.nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D)); yAxisInput = new VirtualIntegerAxis(); yAxisInput.nodes.Add(new VirtualAxis.GamePadDpadUpDown()); yAxisInput.nodes.Add(new VirtualAxis.GamePadLeftStickY()); yAxisInput.nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); yAxisInput.nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.W, Keys.S)); }
public InputManager() { _interactionButton = new VirtualButton(); _interactionButton .addKeyboardKey(Keys.A) .addKeyboardKey(Keys.Enter) .addGamePadButton(0, Buttons.A); _attackButton = new VirtualButton(); _attackButton .addKeyboardKey(Keys.A) .addGamePadButton(0, Buttons.X); _takeThrowButton = new VirtualButton(); _takeThrowButton .addKeyboardKey(Keys.S) .addGamePadButton(0, Buttons.Y); _rollButton = new VirtualButton(); _rollButton .addKeyboardKey(Keys.D) .addGamePadButton(0, Buttons.B); _jumpButton = new VirtualButton(); _jumpButton .addKeyboardKey(Keys.W) .addGamePadButton(0, Buttons.A); _upButton = new VirtualButton(); _upButton .addKeyboardKey(Keys.Up) .addGamePadButton(0, Buttons.DPadUp); _downButton = new VirtualButton(); _downButton .addKeyboardKey(Keys.Down) .addGamePadButton(0, Buttons.DPadDown); _movementAxis = new VirtualIntegerAxis(); _movementAxis .addKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right) .addGamePadLeftStickX() .addGamePadDPadLeftRight(); _selectButton = new VirtualButton(); _selectButton .addKeyboardKey(Keys.Enter) .addGamePadButton(0, Buttons.A) .addGamePadButton(0, Buttons.Start); }
private void SetupInput() { // Horizontal input from dpad, left stick or keyboard q/d xAxisInput = new VirtualIntegerAxis(); xAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); xAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Q, Keys.D)); // Vertical input from dpad, left stick or keyboard z/s yAxisInput = new VirtualIntegerAxis(); yAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadUpDown()); yAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickY()); yAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Z, Keys.S)); }
private void setUpInput() { upButton = new VirtualButton(); upButton.nodes.Add(new KeyboardKey(Keys.Up)); downButton = new VirtualButton(); downButton.nodes.Add(new KeyboardKey(Keys.Down)); rightButton = new VirtualButton(); rightButton.nodes.Add(new KeyboardKey(Keys.Right)); leftButton = new VirtualButton(); leftButton.nodes.Add(new KeyboardKey(Keys.Left)); attackButton = new VirtualButton(); attackButton.nodes.Add(new KeyboardKey(Keys.X)); switchButton = new VirtualButton(); switchButton.nodes.Add(new KeyboardKey(Keys.Tab)); itemsWindowButton = new VirtualButton(); itemsWindowButton.nodes.Add(new KeyboardKey(Keys.Q)); equitWindowButton = new VirtualButton(); equitWindowButton.nodes.Add(new KeyboardKey(Keys.W)); xVirtualAxis = new VirtualIntegerAxis(); xVirtualAxis.nodes.Add(new KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); yVirtualAxis = new VirtualIntegerAxis(); yVirtualAxis.nodes.Add(new KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); AButton = new VirtualButton(); AButton.nodes.Add(new KeyboardKey(Keys.A)); SButton = new VirtualButton(); SButton.nodes.Add(new KeyboardKey(Keys.S)); DButton = new VirtualButton(); DButton.nodes.Add(new KeyboardKey(Keys.D)); FButton = new VirtualButton(); FButton.nodes.Add(new KeyboardKey(Keys.F)); GButton = new VirtualButton(); GButton.nodes.Add(new KeyboardKey(Keys.G)); }
private void setupInput() { //setup action keys jumpInput = new VirtualButton(); jumpInput.nodes.Add(new VirtualButton.KeyboardKey(Keys.W)); sprintInput = new VirtualButton(); sprintInput.nodes.Add(new VirtualButton.KeyboardKey(Keys.LeftShift)); shootInput = new VirtualButton(); shootInput.nodes.Add(new VirtualButton.KeyboardKey(Keys.Space)); xAxisInput = new VirtualIntegerAxis(); xAxisInput.nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D)); }
/// <summary> /// Configures input for both keyboard and gamepad. /// </summary> private void SetupInput() { attackInput = new VirtualButton(); attackInput.Nodes.Add(new VirtualButton.MouseLeftButton()); attackInput.Nodes.Add(new VirtualButton.GamePadButton(0, Buttons.A)); horizontalInput = new VirtualIntegerAxis(); horizontalInput.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); horizontalInput.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); horizontalInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, leftKey, rightKey)); verticalInput = new VirtualIntegerAxis(); verticalInput.Nodes.Add(new VirtualAxis.GamePadDpadUpDown()); verticalInput.Nodes.Add(new VirtualAxis.GamePadLeftStickY()); verticalInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, upKey, downKey)); }
public override void OnAddedToEntity() { _mover = this.GetComponent <TiledMapMover>(); _boxCollider = Entity.GetComponent <BoxCollider>(); _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Microsoft.Xna.Framework.Input.Keys.A, Microsoft.Xna.Framework.Input.Keys.D)); _jumpInput = new VirtualButton(); _jumpInput.Nodes.Add(new VirtualButton.KeyboardKey(Microsoft.Xna.Framework.Input.Keys.Space)); _animator = Entity.AddComponent <SpriteAnimator>(); atlas = thisScene.Content.LoadSpriteAtlas("Content/out.atlas"); _animator.AddAnimationsFromAtlas(atlas); camera = this.GetComponent <Camera>(); }
/// <summary> /// Define the controls. /// </summary> public Controls() { Flashlight = new VirtualButton(); Flashlight.Nodes.Add(new VirtualButton.KeyboardKey(Keys.T)); Interact = new VirtualButton(); Interact.Nodes.Add(new VirtualButton.KeyboardKey(Keys.I)); Run = new VirtualButton(); Run.Nodes.Add(new VirtualButton.KeyboardKey(Keys.LeftShift)); XAxis = new VirtualIntegerAxis(); XAxis.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); XAxis.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); XAxis.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); }
public override void onAddedToEntity() { _mState = EntityConstants.MovementStates.JUMP; _velocity = new Vector2(0, 0); _jumpInput = new VirtualButton(); _jumpInput.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Up)); _test = new VirtualButton(); _test.nodes.Add(new Nez.VirtualButton.KeyboardKey(Keys.Down)); _movementInput = new VirtualIntegerAxis(); _movementInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); _mover = new Mover(); this.entity.addComponent(_mover); this.entity.addComponent(new BoxCollider()); }
/// <summary> /// Needs a better way to bind keys, just hard bind for now /// </summary> public void SetupInput() { _axialInput = Vector2.Zero; // horizontal input from dpad, left stick or keyboard left/right _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadDpadLeftRight(gamepadIndex)); _xAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadLeftStickX(gamepadIndex)); for (int i = 0; i < mapping.Left.Length; i++) { _xAxisInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, (Keys)mapping.Left[i], (Keys)mapping.Right[i])); } // vertical input from dpad, left stick or keyboard up/down _yAxisInput = new VirtualIntegerAxis(); _yAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadDpadUpDown(gamepadIndex)); _yAxisInput.nodes.Add(new Nez.VirtualAxis.GamePadLeftStickY(gamepadIndex)); for (int i = 0; i < mapping.Up.Length; i++) { _yAxisInput.nodes.Add(new Nez.VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, (Keys)mapping.Up[i], (Keys)mapping.Down[i])); } //action buttons _jumpButton = new VirtualButton(); foreach (var key in mapping.jumpKey) { _jumpButton.nodes.Add(new Nez.VirtualButton.KeyboardKey((Keys)key)); } foreach (var button in mapping.jumpButton) { _jumpButton.nodes.Add(new Nez.VirtualButton.GamePadButton(gamepadIndex, (Buttons)button)); } _shootButton = new VirtualButton(); foreach (var key in mapping.shootKey) { _shootButton.nodes.Add(new Nez.VirtualButton.KeyboardKey((Keys)key)); } foreach (var button in mapping.shootButton) { _shootButton.nodes.Add(new Nez.VirtualButton.GamePadButton(gamepadIndex, (Buttons)button)); } }
void SetupInput() { // setup input for shooting a fireball. we will allow z on the keyboard or a on the gamepad _fireInput = new VirtualButton(); _fireInput.Nodes.Add(new VirtualButton.KeyboardKey(Keys.Z)); _fireInput.Nodes.Add(new VirtualButton.GamePadButton(0, Buttons.A)); // horizontal input from dpad, left stick or keyboard left/right _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadLeftRight()); _xAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); _xAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Left, Keys.Right)); // vertical input from dpad, left stick or keyboard up/down _yAxisInput = new VirtualIntegerAxis(); _yAxisInput.Nodes.Add(new VirtualAxis.GamePadDpadUpDown()); _yAxisInput.Nodes.Add(new VirtualAxis.GamePadLeftStickY()); _yAxisInput.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.Up, Keys.Down)); }
void Controles() { _xAxisInput = new VirtualIntegerAxis(); _xAxisInput.AddKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D); _yAxisInput = new VirtualIntegerAxis(); _yAxisInput.AddKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.W, Keys.S); _fireInput = new VirtualButton(); _fireInput.AddMouseLeftButton(); _runInput = new VirtualButton(); _runInput.AddKeyboardKey(Keys.Space); _weapon1Input = new VirtualButton(); _weapon1Input.AddKeyboardKey(Keys.D1); _weapon2Input = new VirtualButton(); _weapon2Input.AddKeyboardKey(Keys.D2); _weapon3Input = new VirtualButton(); _weapon3Input.AddKeyboardKey(Keys.D3); }
static InputManager() { xAxis = new VirtualAxis(); xAxis.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D)); xAxis.Nodes.Add(new VirtualAxis.GamePadLeftStickX()); yAxis = new VirtualAxis(); yAxis.Nodes.Add(new VirtualAxis.KeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.W, Keys.S)); yAxis.Nodes.Add(new VirtualAxis.GamePadLeftStickY()); joystick = new VirtualJoystick(false); joystick.AddKeyboardKeys(VirtualInput.OverlapBehavior.TakeNewer, Keys.A, Keys.D, Keys.W, Keys.S); joystick.AddGamePadLeftStick(); brake = new VirtualButton(); brake.AddKeyboardKey(Keys.LeftShift); // TODO: add gamepad button for braking dash = new VirtualButton(); dash.AddKeyboardKey(Keys.Space); // TODO: add gamepad button for dashing dispense = new VirtualButton(); dispense.AddKeyboardKey(Keys.F); // TODO: add gamepad button for dispensing shoot = new VirtualButton(); shoot.AddMouseLeftButton(); shoot.AddGamePadRightTrigger(0, 0.2f); var prevKey = new VirtualButton(new VirtualButton.KeyboardKey(Keys.Q)); var nextKey = new VirtualButton(new VirtualButton.KeyboardKey(Keys.E)); var prevGamepad = new VirtualButton(new VirtualButton.GamePadButton(0, Buttons.X)); var nextGamepad = new VirtualButton(new VirtualButton.GamePadButton(0, Buttons.A)); switchWeapon = new VirtualIntegerAxis(); switchWeapon.Nodes.Add(new ButtonAxis(prevKey, nextKey)); switchWeapon.Nodes.Add(new ScrollAxis()); switchWeapon.Nodes.Add(new ButtonAxis(prevGamepad, nextGamepad)); }