Exemplo n.º 1
0
        public override void Update(GameTime gameTime, InputManager inputMan, WorldManager worldMan)
        {
            //title.pos.Y = 0.4f + ((float)Math.Sin(gameTime.TotalGameTime.TotalMilliseconds / 300.0) * 0.01f);

            //if (inputMan.StartPressed()) exitmenu = true;
            if (inputMan.DownPressed()) cursorpos += 1;
            if (inputMan.UpPressed()) cursorpos -= 1;
            if (cursorpos > 2) cursorpos = 0;
            if (cursorpos < 0) cursorpos = 2;

            cursor.pos.Y = 0.55f + ((float)cursorpos) * 0.05f;
            cursor.pos.X = 0.35f + ((float)Math.Sin(gameTime.TotalGameTime.TotalMilliseconds / 100.0) * 0.005f);

            el_newgame.scale = 0.5f;
            el_options.scale = 0.5f;
            el_quit.scale = 0.5f;

            if (cursorpos == 0)
            {
                el_newgame.scale = 0.6f;
                if (inputMan.EnterPressed())
                {
                    switching = true;
                    nextPage = startGamePage;
                }
            }
            else if (cursorpos == 1)
            {
                el_options.scale = 0.6f;
                if (inputMan.EnterPressed())
                {
                    //switching = true;
                }
            }
            else if (cursorpos == 2)
            {
                el_quit.scale = 0.6f;
                if (inputMan.EnterPressed())
                {
                    exit = true;
                }
            }
        }
Exemplo n.º 2
0
        public static void RunEditor(InputManager input)
        {
            //Debug.WriteLine("RunEditor running: " + editor_pose_loaded + " " + editor_part_selected + " " + editor_option_selected);
            if (!editor_active) return;

            //if a pose is selected, arrow key means change current selected part
            if (editor_pose_loaded && !editor_part_selected)
            {
                if (input.DownPressed())
                {
                    ++editor_current_part_index;
                    if (editor_current_part_index > selectedPose.sprites.Count - 1)
                    {
                        editor_current_part_index = 0;
                    }
                }
                if (input.UpPressed())
                {
                    --editor_current_part_index;
                    if (editor_current_part_index < 0)
                    {
                        editor_current_part_index = selectedPose.sprites.Count - 1;
                    }
                }
                selectedPart = selectedPose.sprites[editor_current_part_index];
                if (input.EnterPressed())
                {
                    editor_part_selected = true;
                }
                //if (input.BackspacePressed()) editor_pose_loaded = false;
            }
            else
            if (editor_pose_loaded && editor_part_selected && !editor_option_selected)
            {
                if (input.DownPressed())
                {
                    ++selectedOption;
                    if (selectedOption > num_part_options)
                    {
                        selectedOption = 0;
                    }
                }
                if (input.UpPressed())
                {
                    --selectedOption;
                    if (selectedOption < 0)
                    {
                        selectedOption = num_part_options;
                    }
                }
                if (input.EnterPressed())
                {
                    editor_option_selected = true;
                }
                if (input.BackspacePressed()) editor_part_selected = false;
            }
            else
            if (editor_pose_loaded && editor_part_selected && editor_option_selected)
            {
                if ((!input.IsUpPressed()) && (!input.IsDownPressed()) && (!input.IsLeftPressed()) && (!input.IsRightPressed())) editor_option_adjust_speed = 0.0f;
                else
                switch (selectedOption)
                {
                    default:
                    case 0:
                    if (input.IsLeftPressed())
                    {
                        selectedPart.x -= editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.1f;
                    }
                    if (input.IsRightPressed())
                    {
                        selectedPart.x += editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.1f;
                    }
                    if (input.IsDownPressed())
                    {
                        selectedPart.y += editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.1f;
                    }
                    if (input.IsUpPressed())
                    {
                        selectedPart.y -= editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.1f;
                    }
                    break;
                    case 1:
                    if (input.IsDownPressed() || input.IsRightPressed())
                    {
                        selectedPart.rot += editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    if (input.IsUpPressed() || input.IsLeftPressed())
                    {
                        selectedPart.rot -= editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    break;
                    case 2:
                    if (input.IsDownPressed() || input.IsRightPressed())
                    {
                        selectedPart.scale += editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    if (input.IsUpPressed() || input.IsLeftPressed())
                    {
                        selectedPart.scale -= editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    break;
                    case 3:
                    if (input.IsDownPressed() || input.IsRightPressed())
                    {
                        selectedPart.r += editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    if (input.IsUpPressed() || input.IsLeftPressed())
                    {
                        selectedPart.r -= editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    break;
                    case 4:
                    if (input.IsDownPressed() || input.IsRightPressed())
                    {
                        selectedPart.g += editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    if (input.IsUpPressed() || input.IsLeftPressed())
                    {
                        selectedPart.g -= editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    break;
                    case 5:
                    if (input.IsDownPressed() || input.IsRightPressed())
                    {
                        selectedPart.b += editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    if (input.IsUpPressed() || input.IsLeftPressed())
                    {
                        selectedPart.b -= editor_option_adjust_speed;
                        editor_option_adjust_speed += 0.01f;
                    }
                    break;
                }
                selectedPose.sprites[editor_current_part_index] = selectedPart;
                if (input.BackspacePressed()) editor_option_selected = false;
                if (input.EnterPressed())
                {
                    for (int i = 0; i < selectedPose.sprites.Count; ++i)
                    {
                        Debug.WriteLine("anim.AddSpriteInfo(" + selectedPose.sprites[i].x
                                                         + "f," + selectedPose.sprites[i].y
                                                         + "f," + selectedPose.sprites[i].scale
                                                         + "f," + selectedPose.sprites[i].rot
                                                         + "f," + selectedPose.sprites[i].r
                                                         + "f," + selectedPose.sprites[i].g
                                                         + "f," + selectedPose.sprites[i].b
                                                         + "f);");
                    }
            //anim.AddSpriteInfo(-2f, -15f, 0.5f, 0, 0, 1f, 1f);//head
                }
            }
        }