// Change the specified player's type of controller. Either xbox or mouse-and-keyboard public void ChangeControllerType(int playerIndex, Controller.Type controllerType) { switch (controllerType) { case Controller.Type.Xbox: controllers[playerIndex] = new XboxController(playerIndex); break; case Controller.Type.MouseKeyboard: controllers[playerIndex] = new MouseKeyboard(playerIndex); break; case Controller.Type.TouchScreen: controllers[playerIndex] = new TouchScreenController(playerIndex); break; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here mainMenuBackground = this.Content.Load <Texture2D>("MainMenu"); settingMenuBackground = this.Content.Load <Texture2D>("SettingsPage"); lostPage = this.Content.Load <Texture2D>("LossPage"); wonPage = this.Content.Load <Texture2D>("WinPage"); Cursor = this.Content.Load <Texture2D>("Cursor"); inputDef = InputDefinitions.CreateInput(this); MouseKeyboard keyboard = new MouseKeyboard(this); mK = new MouseKeyboard(this); canv = new Canvas(this); ss = new StyleSheet(); canv.Initialize(); if (!File.Exists("MainMenu.ss")) { GenerateStyleSheet("MainMenu"); } if (!File.Exists("SettingsPage.ss")) { GenerateStyleSheet("SettingsPage"); } if (!File.Exists("EndScreen.ss")) { GenerateStyleSheet("EndScreen"); } LoadCanvas("MainMenu.ss", 0); currentPage = "Main Menu"; PlayedGame = new ActualGame(this, "World"); }
protected InputDefinitions(Game game) : this() { input = new MouseKeyboard(game); input.Initialize(); StartedLoad = false; }
private void HandleInput() { // Don't handle input if we don't have focus if (!MouseKeyboard.ApplicationIsActivated()) { return; } //Rotate Camera float rotationSpeed = 0.05f; float movementSpeed = 1.5f; if (MouseKeyboard.IsKeyToggled(Keys.Shift)) { movementSpeed *= 5; rotationSpeed *= 5; } if (MouseKeyboard.IsKeyDown(Keys.J)) { if (currentCameraMode != CameraMode.chase) { yaw += rotationSpeed; } else { //This is to make the panning more prominent in the Chase Camera. yaw += rotationSpeed; } } if (MouseKeyboard.IsKeyDown(Keys.L)) { if (currentCameraMode != CameraMode.chase) { yaw += -rotationSpeed; } else { yaw += -rotationSpeed; } } if (MouseKeyboard.IsKeyDown(Keys.I)) { if (currentCameraMode != CameraMode.chase) { pitch += -rotationSpeed; } else { pitch += rotationSpeed; } } if (MouseKeyboard.IsKeyDown(Keys.K)) { if (currentCameraMode != CameraMode.chase) { pitch += rotationSpeed; } else { pitch += -rotationSpeed; } } if (MouseKeyboard.IsKeyDown(Keys.U)) { roll += -rotationSpeed; } if (MouseKeyboard.IsKeyDown(Keys.O)) { roll += rotationSpeed; } //Move Camera if (currentCameraMode == CameraMode.free) { if (MouseKeyboard.IsKeyDown(Keys.W)) { MoveCamera(cameraRotation.Forward * movementSpeed); } if (MouseKeyboard.IsKeyDown(Keys.S)) { MoveCamera(-cameraRotation.Forward * movementSpeed); } if (MouseKeyboard.IsKeyDown(Keys.A)) { MoveCamera(-cameraRotation.Right * movementSpeed); } if (MouseKeyboard.IsKeyDown(Keys.D)) { MoveCamera(cameraRotation.Right * movementSpeed); } if (MouseKeyboard.IsKeyDown(Keys.E)) { MoveCamera(cameraRotation.Up * movementSpeed); } if (MouseKeyboard.IsKeyDown(Keys.Q)) { MoveCamera(-cameraRotation.Up * movementSpeed); } } }