public override void Update(GameTime gametime, Microsoft.Xna.Framework.Input.KeyboardState kbstate, Microsoft.Xna.Framework.Input.MouseState moustate) { this._Model.Update(gametime, kbstate, moustate); if(kbstate.IsKeyDown(Keys.A)) { //this._Model.PlayClip(FLY_IDLE); } else if (kbstate.IsKeyDown(Keys.S)) { this._Model.PlayClip(GROUND_IDLE, true); } }
public override bool Control( GameEntity control, TimeSpan gameTime, Microsoft.Xna.Framework.Input.KeyboardState keyState ) { if ( control == Owner && Owner.IsAlive && keyState.IsKeyDown( Owner.Keys.KeyShoot ) && ( lastShot == TimeSpan.Zero || ( gameTime - lastShot ).TotalMilliseconds > speed ) ) { Owner.Shoot( gameTime ); lastShot = gameTime; } return base.Control( control, gameTime, keyState ); }
public void Update(InGame world, Microsoft.Xna.Framework.Input.KeyboardState ks) { //Checking for input. if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left) && (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right))) { } else if ((ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left)) && (PositionX > 0)) { PositionX -= Speed; //The paddle can't go off the left side of the screen. if (PositionX < 0) PositionX = 0; } else if ((ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right))&& (PositionX < Breakout.StageWidth - Width)) { PositionX += Speed; //The paddle can't go beyond the right side of the stage. if (PositionX > Breakout.StageWidth - Width) //If we try, We are set next to the edge. PositionX = Breakout.StageWidth - Width; } }
public void HandleInput(Microsoft.Xna.Framework.Input.KeyboardState keyboardState, Raquette _Raquette) { if (keyboardState.IsKeyDown(Keys.Space) && !_Launched && _StartTimer <= 0.0f) { _Launched = true; } if (keyboardState.IsKeyDown(Keys.Space) && _Stuck) { _Stuck = false; PositionY = _Raquette.Position.Y - 20; Speed = 0.5f; } //Si la balle est stuck tant que la balle reste dans le cadre on la fait bouger avec la raquette if (((keyboardState.IsKeyDown(Keys.Left) && (Position.X > _Viewport.X)) || (keyboardState.IsKeyDown(Keys.Right) && (Position.X + Texture.Width) < (_Viewport.Width + _Viewport.X) )) && _Stuck) { PositionX = _Raquette.PositionX + _DistanceFromRaquette; } }
public override void Update(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Input.KeyboardState keyboard, Microsoft.Xna.Framework.Input.MouseState mouse) { if (findingNetwork) { if (introTime > 8.1f) introTime -= (float)gameTime.ElapsedGameTime.TotalSeconds * 4; networkTime -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (networkTime < lastNetTime) { lastNetTime--; Network.FindServer(); if (Network.IsConnected) Login(); } if (networkTime <= 0) { findingNetwork = false; lastNetTime = 10; netFailString = "No Network Found."; } } else { introTime += (float)gameTime.ElapsedGameTime.TotalSeconds; if (networkTime < 10) networkTime += (float)gameTime.ElapsedGameTime.TotalSeconds * 2; } if (introTime < 0 && introTime > -1) MobileFortressClient.Game.Exit(); if (introTime > 8) { Manager.Update(gameTime,mouse); if (keyboard.IsKeyDown(Keys.Enter)) { if (!loginMenuScroll) loginButton.DoClick(); else loginConfirmButton.DoClick(); } } else { if (keyboard.IsKeyDown(Keys.Escape) || keyboard.IsKeyDown(Keys.Enter)) introTime = 8; } Viewport viewport = MobileFortressClient.Game.GraphicsDevice.Viewport; if (loginMenuScroll) { Color disabledColor = new Color(96, 64, 64); loginButton.canClick = false; loginButton.color = Color.Lerp(loginButton.color, disabledColor, 0.3f); optionsButton.canClick = false; optionsButton.color = Color.Lerp(optionsButton.color, disabledColor, 0.3f); exitButton.canClick = false; exitButton.color = Color.Lerp(exitButton.color, disabledColor, 0.3f); if (scrolledAmt < loginMenu.Height) { foreach (UIElement element in Manager.Elements) { element.dimensions.Y -= 4; } scrolledAmt += 4; } loginDimensions.Y = viewport.Height - scrolledAmt; } else { loginButton.canClick = true; loginButton.color = Color.Lerp(loginButton.color, Color.LightGray, 0.3f); optionsButton.canClick = true; optionsButton.color = Color.Lerp(optionsButton.color, Color.LightGray, 0.3f); exitButton.canClick = true; exitButton.color = Color.Lerp(exitButton.color, Color.LightGray, 0.3f); if (scrolledAmt > 0) { foreach (UIElement element in Manager.Elements) { element.dimensions.Y += 4; } scrolledAmt -= 4; } loginDimensions.Y = viewport.Height - scrolledAmt; } }
private void OnGameBaseKeyPress(Keys[] keys, Microsoft.Xna.Framework.Input.KeyboardState state) { if (state.IsKeyDown(Keys.F12)) { IsGameRunning = false; Exit(); } else if (keys.Length > 0) { OnKeyPress(keys, state); } }
internal static bool shouldSnapRotation(Microsoft.Xna.Framework.Input.KeyboardState kstate) { return !kstate.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftControl); }
internal static bool shouldSnapPosition(Microsoft.Xna.Framework.Input.KeyboardState kstate) { //This patch enables free positioning (ignore grid) when left control is held return (Constants.Instance.SnapToGrid && !kstate.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftControl)); }
public void HandleInput(Microsoft.Xna.Framework.Input.KeyboardState keyboardState, ContentManager content) { if (keyboardState.IsKeyDown(Keys.Left) && Position.X > _Viewport.X) { PositionX -= Speed * ElapsedTime; } if (keyboardState.IsKeyDown(Keys.Right) && (Position.X + (Texture.Width * _SizeScale)) < _Viewport.Width + _Viewport.X) { PositionX += Speed * ElapsedTime; } BulletsTimer += ElapsedTime; if (_ListeBonus.ContainsKey(BonusType.Bullets) && keyboardState.IsKeyDown(Keys.A) && BulletsTimer >= 200.0f) { BulletsTimer = 0; Bullets BulletGauche = new Bullets(BulletsSide.Left); Bullets BulletDroite = new Bullets(BulletsSide.Right); _ListeBullets.Add(BulletGauche); _ListeBullets.Add(BulletDroite); BulletGauche.LoadContent(content, "Bullets"); BulletDroite.LoadContent(content, "Bullets"); BulletGauche.Initialize(_Viewport, this); BulletDroite.Initialize(_Viewport, this); } }