public override void HandleInput(InputState input) { base.HandleInput(input); }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputState input) { // Move to the previous menu entry? if (input.IsMenuUp(ControllingPlayer)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; soundMenu1Instance = soundMenu1.CreateInstance(); soundMenu1Instance.Volume = 0.50f; soundMenu1Instance.Play(); // play menu sound effect } // Move to the next menu entry? if (input.IsMenuDown(ControllingPlayer)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; soundMenu1Instance = soundMenu1.CreateInstance(); soundMenu1Instance.Volume = 0.50f; soundMenu1Instance.Play(); // play menu sound effect } // 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); } if (input.CurrentKeyboardStates[(int)playerIndex].IsKeyDown(Keys.Escape)) { keyboardEntry = "Escape"; } else if (input.CurrentKeyboardStates[(int)playerIndex].IsKeyDown(Keys.Enter) || input.CurrentKeyboardStates[(int)playerIndex].IsKeyDown(Keys.Space)) { keyboardEntry = "Enter"; } else { keyboardEntry = ""; // default entry for other keyboard input } inputCheck = 1; // new user input found }
/// <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) { }
/// <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(); } }
/// <summary> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active. /// </summary> public override void HandleInput(InputState input) { //if (input == null) // throw new ArgumentNullException("input"); //// Look up inputs for the active player profile. //int playerIndex = (int)ControllingPlayer.Value; //KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; //GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; //// The game pauses either if the user presses the pause button, or if //// they unplug the active gamepad. This requires us to keep track of //// whether a gamepad was ever plugged in, because we don't want to pause //// on PC if they are playing with a keyboard and have no gamepad at all! //bool gamePadDisconnected = !gamePadState.IsConnected && // input.GamePadWasConnected[playerIndex]; //if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) //{ // ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); //} //else //{ // // Otherwise move the player position. // Vector2 movement = Vector2.Zero; // if (keyboardState.IsKeyDown(Keys.A)) // movement.X--; // if (keyboardState.IsKeyDown(Keys.D)) // movement.X++; // if (keyboardState.IsKeyDown(Keys.W)) // movement.Y--; // if (keyboardState.IsKeyDown(Keys.S)) // movement.Y++; // Vector2 thumbstick = gamePadState.ThumbSticks.Left; // movement.X += thumbstick.X; // movement.Y -= thumbstick.Y; // if (movement.Length() > 1) // movement.Normalize(); // playerPosition += movement * 2; //} if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. Vector2 movement = Vector2.Zero; if (keyboardState.IsKeyDown(Keys.W)) { if (OtherKeysUp(keyboardState, Keys.W)) soundInstance.Play(); movement.Y--; } if (keyboardState.IsKeyDown(Keys.S)) { if (OtherKeysUp(keyboardState, Keys.S)) soundInstance.Play(); movement.Y++; } if (keyboardState.IsKeyDown(Keys.A)) { if (OtherKeysUp(keyboardState, Keys.A)) soundInstance.Play(); movement.X--; } if (keyboardState.IsKeyDown(Keys.D)) { if (OtherKeysUp(keyboardState, Keys.D)) soundInstance.Play(); movement.X++; } if (keyboardState.IsKeyDown(Keys.Up)) { if (OtherKeysUp(keyboardState, Keys.Up)) soundInstance.Play(); movement.Y--; } if (keyboardState.IsKeyDown(Keys.Down)) { if (OtherKeysUp(keyboardState, Keys.Down)) soundInstance.Play(); movement.Y++; } if (keyboardState.IsKeyDown(Keys.Left)) { if (OtherKeysUp(keyboardState, Keys.Left)) soundInstance.Play(); movement.X--; } if (keyboardState.IsKeyDown(Keys.Right)) { if (OtherKeysUp(keyboardState, Keys.Right)) soundInstance.Play(); movement.X++; } if (keyboardState.IsKeyDown(Keys.RightControl)) { if (OtherKeysUp(keyboardState, Keys.RightControl) || keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up) || keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down) || keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right)) plasmarayInstance.Play(); } if (keyboardState.IsKeyUp(Keys.W) && OtherKeysUp(keyboardState, Keys.W)) soundInstance.Stop(); if (keyboardState.IsKeyUp(Keys.Up) && OtherKeysUp(keyboardState, Keys.Up)) soundInstance.Stop(); if (keyboardState.IsKeyUp(Keys.S) && OtherKeysUp(keyboardState, Keys.S)) soundInstance.Stop(); if (keyboardState.IsKeyUp(Keys.Down) && OtherKeysUp(keyboardState, Keys.Down)) soundInstance.Stop(); if (keyboardState.IsKeyUp(Keys.A) && OtherKeysUp(keyboardState, Keys.A)) soundInstance.Stop(); if (keyboardState.IsKeyUp(Keys.Left) && OtherKeysUp(keyboardState, Keys.Left)) soundInstance.Stop(); if (keyboardState.IsKeyUp(Keys.D) && OtherKeysUp(keyboardState, Keys.D)) soundInstance.Stop(); if (keyboardState.IsKeyUp(Keys.Right) && OtherKeysUp(keyboardState, Keys.Right)) soundInstance.Stop(); if (keyboardState.IsKeyUp(Keys.RightControl) && (OtherKeysUp(keyboardState, Keys.RightControl) || keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up) || keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down) || keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))) plasmarayInstance.Stop(); Vector2 thumbstick = gamePadState.ThumbSticks.Left; movement.X += thumbstick.X; movement.Y -= thumbstick.Y; if (movement.Length() > 1) movement.Normalize(); playerPosition += movement * 2; } }