public override void HandleInput(InputState input) { // Move to the previous menu entry? if (input.IsMenuUp(ControllingPlayer)) { //selectedEntry--; letter++; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.IsMenuDown(ControllingPlayer)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } // Accept or cancel the menu? We pass in our ControllingPlayer, which may // either be null (to accept input from any player) or a specific index. // If we pass a null controlling player, the InputState helper returns to // us which player actually provided the input. We pass that through to // OnSelectEntry and OnCancel, so they can tell which player triggered them. PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }
/// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { }
public override void HandleInput(InputState input) { base.HandleInput(input); }
public virtual void HandleInput(InputState input) { //GamePadState gamePadState = GamePad.GetState(PlayerIndex.One); #if !XBOX //KeyboardState keyboardState = Keyboard.GetState(); //if (input.IsPauseGame(ControllingPlayer)) //{ // ScreenManager. // ScreenManager.AddScreen(new PauseScreen(game), ControllingPlayer); // paused = true; //} //else if (shopActive) //{ // ScreenManager.AddScreen(new LevelTwo(game), ControllingPlayer); // ShopScreen shopScreen = new ShopScreen(player, game); // ScreenManager.AddScreen(shopScreen, ControllingPlayer); // paused = true; // shopActive = false; //} //if //{ // paused = false; // if (keyboardState.IsKeyDown(Keys.Up) && !player.Reviving && !paused) // { // player.moveUp(); // } // if (keyboardState.IsKeyDown(Keys.Down) && !player.Reviving && !paused) // { // player.moveDown(); // } // if (keyboardState.IsKeyDown(Keys.Left) && !player.Reviving && !paused) // { // player.moveLeft(); // } // if (keyboardState.IsKeyDown(Keys.Right) && !player.Reviving && !paused) // { // player.moveRight(); // } // if (keyboardState.IsKeyDown(Keys.Z) && !paused) // { // if (player.MainWeapon.CoolDown <= 0 && player.Alive) // { // player.MainWeapon.Fire(); // } // } #endif }
public override void HandleInput(InputState input) { //currentLevel.HandleInput(input); levels[level - 1].HandleInput(input); GamePadState gamePadState = GamePad.GetState(PlayerIndex.One); #if !XBOX KeyboardState keyboardState = Keyboard.GetState(); if (input.IsPauseGame(ControllingPlayer)) { ScreenManager.AddScreen(new PauseScreen(game), ControllingPlayer); paused = true; } else if (shopActive) { //ScreenManager.AddScreen(new LevelTwo(game), ControllingPlayer); ShopScreen shopScreen = new ShopScreen(game); //LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, // new TitleScreen(game)); ScreenManager.AddScreen(shopScreen, ControllingPlayer); paused = true; shopActive = false; } else { paused = false; if ((gamePadState.ThumbSticks.Left.X != 0 || gamePadState.ThumbSticks.Left.Y != 0) && !Player.Reviving && !paused) Player.move(gamePadState.ThumbSticks.Left.X, gamePadState.ThumbSticks.Left.Y); if ((keyboardState.IsKeyDown(Keys.Up) || gamePadState.IsButtonDown(Buttons.DPadUp)) && !Player.Reviving && !paused) { Player.moveUp(); } if ((keyboardState.IsKeyDown(Keys.Down) || gamePadState.IsButtonDown(Buttons.DPadDown)) && !Player.Reviving && !paused) { Player.moveDown(); } if ((keyboardState.IsKeyDown(Keys.Left) || gamePadState.IsButtonDown(Buttons.DPadLeft)) && !Player.Reviving && !paused) { Player.moveLeft(); } if ((keyboardState.IsKeyDown(Keys.Right) || gamePadState.IsButtonDown(Buttons.DPadRight)) && !Player.Reviving && !paused) { Player.moveRight(); } if ((keyboardState.IsKeyDown(Keys.Z) || gamePadState.IsButtonDown(Buttons.RightTrigger)) && !paused) { if (Player.PrimaryWeapon.CoolDown <= 0 && Player.Alive) { Player.FirePrimary((float)Math.PI/2); } } if ((keyboardState.IsKeyDown(Keys.X) || gamePadState.IsButtonDown(Buttons.LeftTrigger)) && !paused) { if (Player.SecondaryWeapon.CoolDown >= Player.SecondaryWeapon.CoolDownLimit && Player.Alive) { Player.FireSecondary((float)Math.PI / 2); } } } #endif #if XBOX if (input.IsPauseGame(ControllingPlayer)) { ScreenManager.AddScreen(new PauseScreen(game), ControllingPlayer); paused = true; } else if (shopActive) { //ScreenManager.AddScreen(new LevelTwo(game), ControllingPlayer); ShopScreen shopScreen = new ShopScreen(game); ScreenManager.AddScreen(shopScreen, ControllingPlayer); paused = true; shopActive = false; } else { paused = false; if ((gamePadState.ThumbSticks.Left.X != 0 || gamePadState.ThumbSticks.Left.Y != 0) && !Player.Reviving && !paused) Player.move(gamePadState.ThumbSticks.Left.X, gamePadState.ThumbSticks.Left.Y); if (gamePadState.IsButtonDown(Buttons.RightTrigger) && !paused) if (Player.PrimaryWeapon.CoolDown <= 0 && Player.Alive) Player.FirePrimary((float)Math.PI / 2); if (gamePadState.IsButtonDown(Buttons.LeftTrigger) && !paused) if (Player.SecondaryWeapon.CoolDown >= Player.SecondaryWeapon.CoolDownLimit && Player.Alive) Player.FireSecondary((float)Math.PI / 2); } #endif }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(InputState input) { PlayerIndex playerIndex; // We pass in our ControllingPlayer, which may either be null (to // accept input from any player) or a specific index. If we pass a null // controlling player, the InputState helper returns to us which player // actually provided the input. We pass that through to our Accepted and // Cancelled events, so they can tell which player triggered them. if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } }