Пример #1
0
 public IntImput(IInputable textBox)
 {
     this.check     = true;
     this.text      = "";
     this.textToInt = 0;
     this.textBox   = textBox;
 }
Пример #2
0
 public virtual IInputable[] TextBoxs(string name)
 {
     GetMapObjects(TestObjectType.TextBox, name);
     IInputable[] tmp = new IInputable[_lastObjects.Length];
     _lastObjects.CopyTo(tmp, 0);
     return tmp;
 }
Пример #3
0
 public virtual IInputable[] TextBoxs(TestProperty[] properties)
 {
     GetMapObjects(TestObjectType.TextBox, properties);
     IInputable[] tmp = new IInputable[_lastObjects.Length];
     _lastObjects.CopyTo(tmp, 0);
     return tmp;
 }
Пример #4
0
 public void Register(IInputable inputable, int priority)
 {
     if (!this.inputablePriorities.ContainsKey(priority))
     {
         this.inputablePriorities[priority] = new FastList <IInputable>();
     }
     this.inputablePriorities[priority].Add(inputable);
 }
Пример #5
0
 /// <summary>
 /// Prevents a default instance of the <see cref="Engine" /> class from being created.
 /// </summary>
 private Engine()
 {
     this.consoleDrawer = new ConsoleRenderer();
     this.consoleReader = new ConsoleInput();
     this.inputHandler  = new InputHandler(this.consoleDrawer, this.consoleReader);
     this.mineFactory   = new MineCreator();
     this.highscore     = new HighScore();
     this.finalScore    = InitialScore;
 }
 public void Start()
 {
     _inputable      = new MouseInput();
     _playerInstance = _player.CreatePlayer();
     _ballInstance   = _ball.CreateBall(this);
     _arrowInstance  = _arrow.CreateArrow();
     _aiInstance     = _ai.CreateAI();
     _mapInstance    = _map.CreateMap();
     _blocks         = new List <Block>();
     _blocks.Add(_block.CreateBlock(new Vector3(LeftBlockX, BlockY, BlockZ)));
     _blocks.Add(_block.CreateBlock(new Vector3(CenterBlockX, BlockY, BlockZ)));
     _blocks.Add(_block.CreateBlock(new Vector3(RightBlockX, BlockY, BlockZ)));
     _entityTransform = new EntityTransform(Camera.main, _playerInstance, _ballInstance,
                                            _arrowInstance, _aiInstance);
     _difficultGame         = new DifficultGame();
     _saveState             = new SaveState(_ballInstance);
     _uiManager.GameManager = this;
     StartGame();
 }
Пример #7
0
        private void Reconstruct(DisplayInfo dInfo, WPFBlockCrash.BlockCrashView.EOperatingType OperatingType)
        {
            switch (OperatingType)
            {
            case BlockCrashView.EOperatingType.DESKTOP_KEYBOARD:
                CurrentState = title = new Title(this, dInfo, new DesktopKeyboard());
                break;

            case BlockCrashView.EOperatingType.VIRTOS_SLIDER:
                CurrentState = title = new Title(this, dInfo, new VIRTOSSlider());
                break;

            case BlockCrashView.EOperatingType.AUTO:
                CurrentState = title = new Title(this, dInfo, new AutomaticOperator());
                break;

            default:
                throw new InvalidOperationException("EOperatingType is UNKNOWN.");
            }

            ResultIgnore = true;
        }
Пример #8
0
        public void ProcessLoop(Input input, Graphics g)
        {
            g.FillRectangle(Brushes.Black, 0, 0, 800, 600);

            if (input.IsPushedKeys)
            {
                input.rB = input.RB.Output;
                input.lB = input.LB.Output;
                input.eB = input.EB.Output;
            }

            if (input.AT) //自動化状態
            {
                ATMode(input);

                if (input.barx == 50 || (input.eB && input.lB && input.rB))
                {
                    input.AT = false;
                    SwapOperatingMode();
                    Restart(input);
                }
            }

            ProcessResult r = CurrentState.Process(input, g, userChoice, takeOver);

            if (!ResultIgnore)
            {
                CurrentState = r.NextState;
            }
            else
            {
                CurrentState = title;
                ResultIgnore = false;
            }

            input.ClearSmaller();
        }
Пример #9
0
 /// <summary>
 /// creates a new ui manager
 /// </summary>
 /// <param name="game">the parent game to reference to</param>
 /// <param name="assetManager">the asset manager for the ui elements to reference to</param>
 public UIManager(Game game, AssetManager assetManager)
 {
     Game                = game;
     SortMode            = SpriteSortMode.FrontToBack;
     Assets              = assetManager;
     Elements            = new Dictionary <string, UIElement>();
     CurrentInput        = null;
     ScrollMultiplier    = -16;
     lastPressedKeys     = new Keys[0];
     lastScrollAmount    = 0;
     KeyToCharMap        = new Dictionary <Keys, char>();
     KeyToShiftedCharMap = new Dictionary <Keys, char>();
     InputShifted        = false;
     TopUINode           = new GroupElement(this, new Vector2(0, 0), new Vector2(Game.GraphicsDevice.Viewport.Width, Game.GraphicsDevice.Viewport.Height), 0f, "top");
     AddKeyToChar(Keys.D0, '0', ')'); //lmk if there is a better way to go about adding these characters
     AddKeyToChar(Keys.D1, '1', '!');
     AddKeyToChar(Keys.D2, '2', '@');
     AddKeyToChar(Keys.D3, '3', '#');
     AddKeyToChar(Keys.D4, '4', '$');
     AddKeyToChar(Keys.D5, '5', '%');
     AddKeyToChar(Keys.D6, '6', '^');
     AddKeyToChar(Keys.D7, '7', '&');
     AddKeyToChar(Keys.D8, '8', '*');
     AddKeyToChar(Keys.D9, '9', '(');
     AddKeyToChar(Keys.OemPipe, '\\', '|');
     AddKeyToChar(Keys.OemQuestion, '/', '?');
     AddKeyToChar(Keys.OemMinus, '-', '_');
     AddKeyToChar(Keys.OemPlus, '=', '+');
     AddKeyToChar(Keys.OemComma, ',', '<');
     AddKeyToChar(Keys.OemPeriod, '.', '>');
     AddKeyToChar(Keys.OemQuotes, '\'', '"');
     AddKeyToChar(Keys.OemSemicolon, ';', ':');
     AddKeyToChar(Keys.OemOpenBrackets, '[', '{');
     AddKeyToChar(Keys.OemCloseBrackets, ']', '}');
     AddKeyToChar(Keys.OemTilde, '`', '~');
     AddKeyToChar(Keys.A, 'a', 'A');
     AddKeyToChar(Keys.B, 'b', 'B');
     AddKeyToChar(Keys.C, 'c', 'C');
     AddKeyToChar(Keys.D, 'd', 'D');
     AddKeyToChar(Keys.E, 'e', 'E');
     AddKeyToChar(Keys.F, 'f', 'F');
     AddKeyToChar(Keys.G, 'g', 'G');
     AddKeyToChar(Keys.H, 'h', 'H');
     AddKeyToChar(Keys.I, 'i', 'I');
     AddKeyToChar(Keys.J, 'j', 'J');
     AddKeyToChar(Keys.K, 'k', 'K');
     AddKeyToChar(Keys.L, 'l', 'L');
     AddKeyToChar(Keys.M, 'm', 'M');
     AddKeyToChar(Keys.N, 'n', 'N');
     AddKeyToChar(Keys.O, 'o', 'O');
     AddKeyToChar(Keys.P, 'p', 'P');
     AddKeyToChar(Keys.Q, 'q', 'Q');
     AddKeyToChar(Keys.R, 'r', 'R');
     AddKeyToChar(Keys.S, 's', 'S');
     AddKeyToChar(Keys.T, 't', 'T');
     AddKeyToChar(Keys.U, 'u', 'U');
     AddKeyToChar(Keys.V, 'v', 'V');
     AddKeyToChar(Keys.W, 'w', 'W');
     AddKeyToChar(Keys.X, 'x', 'X');
     AddKeyToChar(Keys.Y, 'y', 'Y');
     AddKeyToChar(Keys.Z, 'z', 'Z');
 }
Пример #10
0
        /// <summary>
        /// updates the for input and updates the ui elements
        /// </summary>
        public void Update()
        {
            MouseState    = Mouse.GetState();
            KeyboardState = Keyboard.GetState();
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || KeyboardState.IsKeyDown(Keys.Escape))
            {
                Game.Exit();
            }
            TopUINode.Update();
            //mouse clicks
            Vector2 mousePos = new Vector2(MouseState.X, MouseState.Y);

            if ((MouseState.LeftPressed() && !PreviousMouseState.LeftPressed()) || (MouseState.RightPressed() && !PreviousMouseState.RightPressed()) || (MouseState.MiddlePressed() && !PreviousMouseState.MiddlePressed()))
            {
                CurrentInput = null;
                TopUINode.MousePressed(MouseState, new Vector2(0, 0));
            }
            if ((!MouseState.LeftPressed() && PreviousMouseState.LeftPressed()) || (!MouseState.RightPressed() && PreviousMouseState.RightPressed()) || (!MouseState.MiddlePressed() && PreviousMouseState.MiddlePressed()))
            {
                TopUINode.MouseReleased(MouseState, new Vector2(0, 0));
            }
            //scrolling
            int   scrollAmount = MouseState.ScrollWheelValue;
            float scrollValue  = Math.Sign(lastScrollAmount - scrollAmount) * ScrollMultiplier;

            if (scrollValue != 0)
            {
                TopUINode.Scroll(MouseState, scrollValue);
            }
            //text input
            Keys[]      pressedKeys  = KeyboardState.GetPressedKeys();
            List <Keys> newKeys      = FindChanges(pressedKeys, lastPressedKeys);
            List <Keys> releasedKeys = FindChanges(lastPressedKeys, pressedKeys);

            if (newKeys.Contains(Keys.LeftShift) || newKeys.Contains(Keys.RightShift))
            {
                InputShifted = true;
            }
            else if (!releasedKeys.Contains(Keys.LeftShift) && !releasedKeys.Contains(Keys.RightShift))
            {
                InputShifted = false;
            }
            lastPressedKeys = pressedKeys;
            if (CurrentInput != null)
            {
                for (int i = 0; i < newKeys.Count; i++)
                {
                    Keys   key       = newKeys[i];
                    char   keyChar   = KeyToChar(key, InputShifted);
                    char[] validKeys = CurrentInput.ValidKeys;
                    bool   isValid   = false;
                    for (int j = 0; j < validKeys.Length; j++)
                    {
                        if (validKeys[j].Equals(keyChar))
                        {
                            isValid = true;
                            break;
                        }
                    }
                    if (isValid)
                    {
                        CurrentInput.Text = CurrentInput.Text + keyChar;
                    }
                    else
                    {
                        if (key.Equals(Keys.Back))
                        {
                            if (CurrentInput.Text.Length > 0)
                            {
                                CurrentInput.Text = CurrentInput.Text.Substring(0, CurrentInput.Text.Length - 1);
                            }
                        }
                    }
                }
            }

            PreviousMouseState    = MouseState;
            PreviousKeyboardState = KeyboardState;
            lastScrollAmount      = scrollAmount;
        }
Пример #11
0
 //use dependancy injection(design pattern) for private fields in the engine
 //show what the engine class uses in order to work
 public Engine()//TODO: pass needed arguments through the constructor or with dependancy injection
 {
     consoleDrawer = new ConsoleRenderer();
     consoleReader = new ConsoleInput(consoleDrawer);
 }
Пример #12
0
        public ProcessResult Process(Input input, Graphics g, UserChoice uc, TakeOver takeOver)
        {
            if (GameFrameProcess(input, g, uc, takeOver))
            {
                if (Stock > 1)
                {
                    if (IsPlaying)
                    {
                        message         = new Message(EMessageType.FAILED, 50, dInfo);
                        IsPlaying       = false;
                        mainBall.IsStop = true;
                    }

                    if (message.Process(input, g, uc, takeOver).IsDead)
                    {
                        Reset();
                        --Stock;
                        IsPlaying = true;
                        message   = null;
                    }
                }
                else                 // Stock == 0
                {
                    if (IsPlaying)
                    {
                        message         = new Message(EMessageType.GAMEOVER, 120, dInfo);
                        IsPlaying       = false;
                        mainBall.IsStop = true;
                    }

                    if (message.Process(input, g, uc, takeOver).IsDead)
                    {
                        return(new ProcessResult()
                        {
                            IsDead = true,
                            NextState = new Ranking(Score, BarType, dInfo, Operator),
                            TakeOver = takeOver
                        });
                    }
                }
            }
            else if (cleared)
            {
                if (IsPlaying)
                {
                    message         = new Message(EMessageType.CLEAR, 200, dInfo);
                    IsPlaying       = false;
                    mainBall.IsStop = true;
                }

                if (message.Process(input, g, uc, takeOver).IsDead)
                {
                    if (input.AT)
                    {
                        return new ProcessResult()
                               {
                                   IsDead    = true,
                                   NextState = new Title(Main.MainInstance, dInfo, Operator),
                                   TakeOver  = takeOver
                               }
                    }
                    ;
                    else
                    {
                        return new ProcessResult()
                               {
                                   IsDead    = true,
                                   NextState = new Ranking(Score, BarType, dInfo, Operator),
                                   TakeOver  = takeOver
                               }
                    };
                }
            }

            return(new ProcessResult()
            {
                IsDead = false,
                NextState = this,
                TakeOver = takeOver,
                UserChoice = uc
            });
        }
Пример #13
0
 /// <summary>
 /// Initializes a new instance of the <see cref="InputHandler" /> class.
 /// </summary>
 /// <param name="drawer">An instance of IDrawer for the UI.</param>
 /// <param name="inputer">An instance of IInputable to get the user input.</param>
 public InputHandler(IDrawer drawer, IInputable inputer)
 {
     this.drawer  = drawer;
     this.inputer = inputer;
 }
Пример #14
0
 public virtual IInputable[] TextBoxs(TestProperty[] properties)
 {
     GetMapObjects(TestObjectType.TextBox, properties);
     IInputable[] tmp = new IInputable[_lastObjects.Length];
     _lastObjects.CopyTo(tmp, 0);
     return tmp;
 }
Пример #15
0
 public virtual IInputable[] TextBoxs(string name)
 {
     GetMapObjects(TestObjectType.TextBox, name);
     IInputable[] tmp = new IInputable[_lastObjects.Length];
     _lastObjects.CopyTo(tmp, 0);
     return tmp;
 }