/// <summary> /// *** Noob implementation of a factory /// </summary> /// <param name="enemyType"></param> /// <returns></returns> public List<Enemy> CreateEnemy(InputState ins) { List<Enemy> enemyList = new List<Enemy>(); PlayerIndex useless; // reports which player decided to spawn an enemy, currently unused, but require for InputState.IsNewKeyPress if (ins.IsNewKeyPress(Keys.D1, null, out useless)) enemyList.Add(_spawnFrames[0].Spawn()); if (ins.IsNewKeyPress(Keys.D2, null, out useless)) enemyList.Add(_spawnFrames[1].Spawn()); if (ins.IsNewKeyPress(Keys.D3, null, out useless)) enemyList.Add(_spawnFrames[2].Spawn()); if (ins.IsNewKeyPress(Keys.D4, null, out useless)) enemyList.Add(_spawnFrames[3].Spawn()); if (ins.IsNewKeyPress(Keys.D5, null, out useless)) enemyList.Add(_spawnFrames[4].Spawn()); if (ins.IsNewKeyPress(Keys.D6, null, out useless)) enemyList.Add(_spawnFrames[5].Spawn()); if (ins.IsNewKeyPress(Keys.D7, null, out useless)) enemyList.Add(_spawnFrames[6].Spawn()); if (ins.IsNewKeyPress(Keys.D8, null, out useless)) enemyList.Add(_spawnFrames[7].Spawn()); if (ins.IsNewKeyPress(Keys.D9, null, out useless)) enemyList.Add(_spawnFrames[8].Spawn()); foreach (Enemy enemy in enemyList) { if (enemy != null) { _unitAmmount++; enemy.Position = new Vector2(300, 125); enemy.Tag = "Enemy"; } } return enemyList; }
/// <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) { base.HandleInput(input); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; _level.HandleInput(input); // 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(_audioManager), ControllingPlayer); } }
/// <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> /// *** Should the spawner trigger it's own functions or the level trigger the spawner's function in case the player trigger /// a spawning event with a key (1 to 9) ? /// </summary> public override void HandleInput(InputState input) { // Maybe it would be better to pass the key pressed to the spawner // and create an enemy accordingly /* if (key1.IsKeyDown(Keys.D1) && !oldState.IsKeyDown(Keys.D1)) // oldState value assigned later { Enemy sprite = _spawner.CreateEnemy(1); if (sprite != null) _midSpriteManager.CreateSprite(sprite); } */ foreach (Enemy sprite in _spawner.CreateEnemy(input)) { if (sprite != null) _midSpriteManager.CreateSprite(sprite); } }
/// <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; } // 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) { if (input == null) throw new ArgumentNullException("input"); }