private void ManagerInput_FireNewInput(object sender, NewInputEventArgs e) { if (e.Input == Input.Start) { _managerScreen.LoadNewScreen(new ScreenWorld(_managerScreen)); } }
private void OnNewInput(object sender, NewInputEventArgs newInputEventArgs) { if (InMovement) { return; } switch (newInputEventArgs.Inputs) { case Common.Inputs.Left: Move(Directions.Left); break; case Common.Inputs.Up: Move(Directions.Up); break; case Common.Inputs.Right: Move(Directions.Right); break; case Common.Inputs.Down: Move(Directions.Down); break; case Common.Inputs.None: break; case Common.Inputs.A: break; default: throw new ArgumentOutOfRangeException(); } }
private void InputOnNewInput(object sender, NewInputEventArgs newInputEventArgs) { if (newInputEventArgs.Inputs == Common.Inputs.A) { lastUpdate = !lastUpdate; eventSwitchUpdater.UpdateEventSwitch(1, lastUpdate); //eventRunner.RunEvents(new List<IEvent> { new EventEmotion("player", new EmotionTrainer())}); } }
void ManagerInput_FireNewInput(object sender, NewInputEventArgs e) { var sprite = GetComponent <Sprite>(ComponentType.Sprite); if (sprite == null) { return; } var collision = GetComponent <Collision>(ComponentType.Collision); var x = 0; var y = 0; switch (e.Input) { case Input.Left: x = -1; break; case Input.Right: x = 1; break; case Input.Up: y = -1; break; case Input.Down: y = 1; break; } if (collision == null || !collision.CheckCollision(new Rectangle( (int)(sprite.Position.X + x), (int)(sprite.Position.Y + y), sprite.Width, sprite.Height ))) { sprite.Move(x, y); } var camera = GetComponent <Camera>(ComponentType.Camera); Vector2 position; if (!camera.GetPosition(sprite.Position, out position)) { var animation = GetComponent <Animation>(ComponentType.Animation); camera.MoveCamera(animation.CurrentDirection); } }
private void InputOnNewInput(object sender, NewInputEventArgs newInputEventArgs) { if (newInputEventArgs.Inputs == Common.Inputs.A) { if (pages[pageIndex].IsDone) { pageIndex++; if (pageIndex >= pages.Count) { IsDone = true; input.NewInput -= InputOnNewInput; } } else { pages[pageIndex].SpeedUpText(); } } }
private void ManagerInputOnFireNewInput(object sender, NewInputEventArgs e) { switch (e.Input) { case Input.Left: _managerCamera.Move(Direction.Left); break; case Input.Right: _managerCamera.Move(Direction.Right); break; case Input.Up: _managerCamera.Move(Direction.Up); break; case Input.Down: _managerCamera.Move(Direction.Down); break; } _mainForm.UpdateCameraPositionText(); }
/// <summary> /// Hooks onto the input chain to process input as it arrives. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void ManagerInput_FireNewInput(object sender, NewInputEventArgs e) { //Sprite sprite = GetComponent<Sprite>(); //if (sprite == null) //throw new Exception("GetComponent went wrong!"); //tell program that player has moved this frame movingFlag = true; //add current input to HashSet inputs.Add(e.Input); //move the character switch (e.Input) { case Input.Left: sprite.Move(-moveSpeed, 0); break; case Input.Right: sprite.Move(moveSpeed, 0); break; case Input.Up: sprite.Move(0, -moveSpeed); break; case Input.Down: sprite.Move(0, moveSpeed); break; } //ie already moving in a direction keep his animation playing if (State != PlayerState.Standing) { return; } //handle direection changes and hence play animations switch (e.Input) { case Input.Left: //sprite.Move(-moveSpeed, 0); ChangeDirection(Direction.Left); ChangeState(PlayerState.Walking); break; case Input.Right: //sprite.Move(moveSpeed, 0); ChangeDirection(Direction.Right); ChangeState(PlayerState.Walking); break; case Input.Up: //sprite.Move(0, -moveSpeed); ChangeDirection(Direction.Up); ChangeState(PlayerState.Walking); break; case Input.Down: //sprite.Move(0, moveSpeed); ChangeDirection(Direction.Down); ChangeState(PlayerState.Walking); break; case Input.A: break; case Input.B: break; } }