Exemplo n.º 1
0
        public override void Update(GameTime gameTime)
        {
            KeyboardState keyState = Keyboard.GetState();

            if (delayedAction.eventHappened(gameTime, keyState.IsKeyDown(Keys.Down) ||
                                            keyState.IsKeyDown(Keys.Up) ||
                                            keyState.IsKeyDown(Keys.Left) ||
                                            keyState.IsKeyDown(Keys.Right) ||
                                            (keyState.IsKeyDown(Keys.Enter) &&
                                             !keyState.IsKeyDown(Keys.RightAlt))))
            {
                if (keyState.IsKeyDown(Keys.Down))
                {
                    chosenMenuItem++;
                    chosenMenuItem = chosenMenuItem % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Up))
                {
                    chosenMenuItem--;
                    chosenMenuItem = (chosenMenuItem + menuItems.Count()) % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Left) && chosenMenuItem == 2)
                {
                    Difficulty--;
                    Difficulty = (Constants.Difficulties)(((int)Difficulty + Constants.DifficultiesString.Count())
                                                          % Constants.DifficultiesString.Count());
                }
                else if (keyState.IsKeyDown(Keys.Right) && chosenMenuItem == 2)
                {
                    Difficulty++;
                    Difficulty = (Constants.Difficulties)((int)Difficulty % Constants.DifficultiesString.Count());

                    //chosenMenuItem = (Difficulty + menuItems.Count()) % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Enter))
                {
                    switch (chosenMenuItem)
                    {
                    case 0: myGame.mediator.fireEvent(MyEvent.G_StartGame); break;

                    case 1: myGame.mediator.fireEvent(MyEvent.G_HelpScreen); break;

                    case 2: myGame.mediator.fireEvent(MyEvent.G_Exit); break;
                    }
                }
            }
            base.Update(gameTime);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            if (checkSilencePeriod(gameTime))
                    return;
            KeyboardState keyState = Keyboard.GetState();
            if (delayedAction.eventHappened(gameTime, (keyState.IsKeyDown(Keys.Down) ||
                                                      keyState.IsKeyDown(Keys.Up) ||
                                                      keyState.IsKeyDown(Keys.Left) ||
                                                      keyState.IsKeyDown(Keys.Right) ||
                                                      (keyState.IsKeyDown(Keys.Enter)) &&
                                                      !keyState.IsKeyDown(Keys.RightAlt))))
            {
                if (keyState.IsKeyDown(Keys.Down))
                {
                    chosenMenuItem++;
                    chosenMenuItem = chosenMenuItem % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Up))
                {
                    chosenMenuItem--;
                    chosenMenuItem = (chosenMenuItem + menuItems.Count()) % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Left)  && chosenMenuItem == 3)
                {
                    Difficulty--;
                    Difficulty = (Constants.Difficulties)(((int)Difficulty + Constants.DifficultiesString.Count())
                        % Constants.DifficultiesString.Count());
                }
                else if ((keyState.IsKeyDown(Keys.Right) || keyState.IsKeyDown(Keys.Enter)) && chosenMenuItem == 3)
                {
                    Difficulty++;
                    Difficulty = (Constants.Difficulties)((int)Difficulty % Constants.DifficultiesString.Count());

                    //chosenMenuItem = (Difficulty + menuItems.Count()) % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Enter))
                {
                    switch (chosenMenuItem)
                    {
                        case 0:
                            if (continueEnabled)
                            {
                                myGame.paused = false;
                                myGame.resume();
                            }
                            break;
                        case 1: myGame.mediator.fireEvent(MyEvent.G_StartGame); break;
                        case 2: myGame.mediator.fireEvent(MyEvent.G_HelpScreen); break;
                        case 4: myGame.mediator.fireEvent(MyEvent.G_CreditScreen); break;
                        case 5: myGame.mediator.fireEvent(MyEvent.G_Exit); break;
                    }
                }
            }
            base.Update(gameTime);
        }
        public override void Update(GameTime gameTime)
        {
            KeyboardState keyState = Keyboard.GetState();
            if (delayedAction.eventHappened(gameTime, keyState.IsKeyDown(Keys.Down) ||
                                                      keyState.IsKeyDown(Keys.Up) ||
                                                      keyState.IsKeyDown(Keys.Left) ||
                                                      keyState.IsKeyDown(Keys.Right) ||
                                                      (keyState.IsKeyDown(Keys.Enter) &&
                                                      !keyState.IsKeyDown(Keys.RightAlt))))
            {
                if (keyState.IsKeyDown(Keys.Down))
                {
                    chosenMenuItem++;
                    chosenMenuItem = chosenMenuItem % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Up))
                {
                    chosenMenuItem--;
                    chosenMenuItem = (chosenMenuItem + menuItems.Count()) % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Left) && chosenMenuItem == 2)
                {
                    Difficulty--;
                    Difficulty = (Constants.Difficulties)(((int)Difficulty + Constants.DifficultiesString.Count())
                        % Constants.DifficultiesString.Count());
                }
                else if (keyState.IsKeyDown(Keys.Right) && chosenMenuItem == 2)
                {
                    Difficulty++;
                    Difficulty = (Constants.Difficulties)((int)Difficulty % Constants.DifficultiesString.Count());

                    //chosenMenuItem = (Difficulty + menuItems.Count()) % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Enter))
                {
                    switch (chosenMenuItem)
                    {
                        case 0: myGame.mediator.fireEvent(MyEvent.G_StartGame); break;
                        case 1: myGame.mediator.fireEvent(MyEvent.G_HelpScreen); break;
                        case 2: myGame.mediator.fireEvent(MyEvent.G_Exit); break;
                    }
                }
            }
            base.Update(gameTime);
        }
Exemplo n.º 4
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            if (checkSilencePeriod(gameTime))
            {
                return;
            }
            KeyboardState keyState = Keyboard.GetState();

            if (delayedAction.eventHappened(gameTime, (keyState.IsKeyDown(Keys.Down) ||
                                                       keyState.IsKeyDown(Keys.Up) ||
                                                       keyState.IsKeyDown(Keys.Left) ||
                                                       keyState.IsKeyDown(Keys.Right) ||
                                                       (keyState.IsKeyDown(Keys.Enter)) &&
                                                       !keyState.IsKeyDown(Keys.RightAlt))))
            {
                if (keyState.IsKeyDown(Keys.Down))
                {
                    chosenMenuItem++;
                    chosenMenuItem = chosenMenuItem % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Up))
                {
                    chosenMenuItem--;
                    chosenMenuItem = (chosenMenuItem + menuItems.Count()) % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Left) && chosenMenuItem == 3)
                {
                    Difficulty--;
                    Difficulty = (Constants.Difficulties)(((int)Difficulty + Constants.DifficultiesString.Count())
                                                          % Constants.DifficultiesString.Count());
                }
                else if ((keyState.IsKeyDown(Keys.Right) || keyState.IsKeyDown(Keys.Enter)) && chosenMenuItem == 3)
                {
                    Difficulty++;
                    Difficulty = (Constants.Difficulties)((int)Difficulty % Constants.DifficultiesString.Count());

                    //chosenMenuItem = (Difficulty + menuItems.Count()) % menuItems.Count();
                }
                else if (keyState.IsKeyDown(Keys.Enter))
                {
                    switch (chosenMenuItem)
                    {
                    case 0:
                        if (continueEnabled)
                        {
                            myGame.paused = false;
                            myGame.resume();
                        }
                        break;

                    case 1: myGame.mediator.fireEvent(MyEvent.G_StartGame); break;

                    case 2: myGame.mediator.fireEvent(MyEvent.G_HelpScreen); break;

                    case 4: myGame.mediator.fireEvent(MyEvent.G_CreditScreen); break;

                    case 5: myGame.mediator.fireEvent(MyEvent.G_Exit); break;
                    }
                }
            }
            base.Update(gameTime);
        }