Пример #1
0
        public IState UpdateContent(GameTime gameTime, Camera camera, ref GameSettings gameSettings)
        {
            IState        nextState = this;
            KeyboardState keyState  = Keyboard.GetState();

            if (keyState.IsKeyDown(Keys.Escape) && PrevKeyboardState.IsKeyUp(Keys.Escape))
            {
                nextState = previousState;
                nextState.SetPrevInput(Keyboard.GetState(), Mouse.GetState(), GamePad.GetState(PlayerIndex.One));
            }
            else if (keyState.IsKeyDown(Keys.Up) && PrevKeyboardState.IsKeyUp(Keys.Up))
            {
                optionSelection -= 1;
                if (optionSelection < 0)
                {
                    optionSelection = optionsAmount - 1;
                }
                if (optionSelection >= optionsAmount)
                {
                    optionSelection = 0;
                }
                while (!menuOptions[optionSelection].Enabled)
                {
                    optionSelection -= 1;
                }
            }
            else if (keyState.IsKeyDown(Keys.Down) && PrevKeyboardState.IsKeyUp(Keys.Down))
            {
                optionSelection += 1;
                if (optionSelection < 0)
                {
                    optionSelection = optionsAmount - 1;
                }
                if (optionSelection >= optionsAmount)
                {
                    optionSelection = 0;
                }
                while (!menuOptions[optionSelection].Enabled)
                {
                    optionSelection += 1;
                }
            }

            else if (keyState.IsKeyDown(Keys.Enter) && PrevKeyboardState.IsKeyUp(Keys.Enter))
            {
                switch (optionSelection)
                {
                case (int)Options.OPTIONS:
                    GameSettingsMenuStateSpace nextStateSpace = new GameSettingsMenuStateSpace(ref gameSettings);
                    nextState = new MenuState(nextStateSpace, camera, Content, Graphics, this, keyboardState: Keyboard.GetState());
                    break;

                case (int)Options.SAVE_TITLE:
                    FileIO.SaveDungeonData(((PlayingState)previousState).GetSaveData());
                    nextState = new TitleState(camera, Content, Graphics, Mouse.GetState(), GamePad.GetState(PlayerIndex.One), keyState);
                    break;

                case (int)Options.UNPAUSE:
                    nextState = previousState;
                    nextState.SetPrevInput(Keyboard.GetState(), Mouse.GetState(), GamePad.GetState(PlayerIndex.One));
                    break;
                }
            }

            PrevKeyboardState = Keyboard.GetState();
            PrevMouseState    = Mouse.GetState();
            PrevGamepadState  = GamePad.GetState(PlayerIndex.One);
            return(nextState);
        }
Пример #2
0
        public IState UpdateContent(GameTime gameTime, Camera camera, ref GameSettings gameSettings)
        {
            IState nextState = this;
            KeyboardState keyState = Keyboard.GetState();
            if (keyState.IsKeyDown(Keys.Escape) && PrevKeyboardState.IsKeyUp(Keys.Escape))
            {
                nextState = previousState;
                nextState.SetPrevInput(Keyboard.GetState(), Mouse.GetState(), GamePad.GetState(PlayerIndex.One));
            }
            else if (keyState.IsKeyDown(Keys.Up) && PrevKeyboardState.IsKeyUp(Keys.Up))
            {
                optionSelection -= 1;
                if (optionSelection < 0)
                {
                    optionSelection = optionsAmount - 1;
                }
                if (optionSelection >= optionsAmount)
                {
                    optionSelection = 0;
                }
                while (!menuOptions[optionSelection].Enabled)
                {
                    optionSelection -= 1;
                }
            }
            else if (keyState.IsKeyDown(Keys.Down) && PrevKeyboardState.IsKeyUp(Keys.Down))
            {
                optionSelection += 1;
                if (optionSelection < 0)
                {
                    optionSelection = optionsAmount - 1;
                }
                if (optionSelection >= optionsAmount)
                {
                    optionSelection = 0;
                }
                while (!menuOptions[optionSelection].Enabled)
                {
                    optionSelection += 1;
                }
            }

            else if (keyState.IsKeyDown(Keys.Enter) && PrevKeyboardState.IsKeyUp(Keys.Enter))
            {
                switch (optionSelection)
                {
                    case (int)Options.OPTIONS:
                        GameSettingsMenuStateSpace nextStateSpace = new GameSettingsMenuStateSpace(ref gameSettings);
                        nextState = new MenuState(nextStateSpace, camera, Content, Graphics, this, keyboardState: Keyboard.GetState());
                        break;
                    case (int)Options.SAVE_TITLE:
                        FileIO.SaveDungeonData(((PlayingState)previousState).GetSaveData());
                        nextState = new TitleState(camera, Content, Graphics, Mouse.GetState(), GamePad.GetState(PlayerIndex.One), keyState);
                        break;
                    case (int)Options.UNPAUSE:
                        nextState = previousState;
                        nextState.SetPrevInput(Keyboard.GetState(), Mouse.GetState(), GamePad.GetState(PlayerIndex.One));
                        break;
                }
            }

            PrevKeyboardState = Keyboard.GetState();
            PrevMouseState = Mouse.GetState();
            PrevGamepadState = GamePad.GetState(PlayerIndex.One);
            return nextState;
        }
Пример #3
0
        public IState UpdateContent(GameTime gameTime, Camera camera, ref GameSettings gameSettings)
        {
            camera.Position = Vector2.Zero;
            camera.Target = Vector2.Zero;
            IState nextState = this;
            KeyboardState keyState = Keyboard.GetState();
            if (keyState.IsKeyDown(Keys.Up) && PrevKeyboardState.IsKeyUp(Keys.Up))
            {
                optionSelection -= 1;
                if (optionSelection < 0)
                {
                    optionSelection = optionsAmount - 1;
                }
                if (optionSelection >= optionsAmount)
                {
                    optionSelection = 0;
                }
                while (!menuOptions[optionSelection].Enabled)
                {
                    optionSelection -= 1;
                }
            }
            else if (keyState.IsKeyDown(Keys.Down) && PrevKeyboardState.IsKeyUp(Keys.Down))
            {
                optionSelection += 1;
                if (optionSelection < 0)
                {
                    optionSelection = optionsAmount - 1;
                }
                if (optionSelection >= optionsAmount)
                {
                    optionSelection = 0;
                }
                while (!menuOptions[optionSelection].Enabled)
                {
                    optionSelection += 1;
                }
            }

            else if (keyState.IsKeyDown(Keys.Enter) && PrevKeyboardState.IsKeyUp(Keys.Enter))
            {
                switch (optionSelection)
                {
                    case (int)Options.NEW_GAME:
                        RandomlyGeneratedStateSpace nextStateSpace = new RandomlyGeneratedStateSpace(new CaveGeneration(), 75, 125);
                        nextState = new PlayingState(nextStateSpace, camera, Content, Graphics, this, keyboardState: keyState);
                        break;
                    case (int)Options.LOAD_GAME:
                        RandomlyGeneratedStateSpace nextSpace = new RandomlyGeneratedStateSpace(DungeonInfo);
                        nextState = new PlayingState(nextSpace, camera, Content, Graphics, saveInfo: DungeonInfo, keyboardState: keyState);
                        break;
                    case (int)Options.OPTIONS:
                        GameSettingsMenuStateSpace nextMenu = new GameSettingsMenuStateSpace(ref gameSettings);
                        nextState = new MenuState(nextMenu, camera, Content, Graphics, this, keyboardState: keyState);
                        break;
                    case (int)Options.QUIT_GAME:
                        nextState = previousState;
                        break;
                }
            }

            PrevKeyboardState = Keyboard.GetState();
            PrevMouseState = Mouse.GetState();
            PrevGamepadState = GamePad.GetState(PlayerIndex.One);
            return nextState;
        }