public void Update(MenuInput input, PlayerIndex? controllingPlayer) { Vector2 cameraMovement = Vector2.Zero; int playerIndex = (int)controllingPlayer; if (input.GamePadWasConnected[playerIndex]) { cameraMovement.X = input.CurrentGamePadStates[playerIndex].ThumbSticks.Left.X; cameraMovement.Y = -input.CurrentGamePadStates[playerIndex].ThumbSticks.Left.Y; } else { /* if (input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.Left)) { cameraMovement.X = -1; } else if (input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.Right)) { cameraMovement.X = 1; } if (input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.Up)) { cameraMovement.Y = -1; } else if (input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.Down)) { cameraMovement.Y = 1; } if (cameraMovement != Vector2.Zero) { cameraMovement.Normalize(); }*/ } if (Focus == null) { Position += Speed * cameraMovement; } else { CenterOnFocus(); } Vector2 cameraMax = new Vector2(MapSize.X * TileSize.X - ViewSize.X, MapSize.Y * TileSize.Y - ViewSize.Y); Position = Vector2.Clamp(Position, Vector2.Zero, cameraMax); }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(MenuInput input) { // Move to the previous menu entry? if (input.IsMenuUp(ControllingPlayer)) { selectedEntry--; if (selectedEntry < 0) selectedEntry = menuEntries.Count - 1; } // Move to the next menu entry? if (input.IsMenuDown(ControllingPlayer)) { selectedEntry++; if (selectedEntry >= menuEntries.Count) selectedEntry = 0; } // Accept or cancel the menu? We pass in our ControllingPlayer, which may // either be null (to accept input from any player) or a specific index. // If we pass a null controlling player, the InputState helper returns to // us which player actually provided the input. We pass that through to // OnSelectEntry and OnCancel, so they can tell which player triggered them. PlayerIndex playerIndex; if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { OnSelectEntry(selectedEntry, playerIndex); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { OnCancel(playerIndex); } }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(MenuInput input) { PlayerIndex playerIndex; // We pass in our ControllingPlayer, which may either be null (to // accept input from any player) or a specific index. If we pass a null // controlling player, the InputState helper returns to us which player // actually provided the input. We pass that through to our Accepted and // Cancelled events, so they can tell which player triggered them. if (input.IsMenuSelect(ControllingPlayer, out playerIndex)) { // Raise the accepted event, then exit the message box. if (Accepted != null) Accepted(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } else if (input.IsMenuCancel(ControllingPlayer, out playerIndex)) { // Raise the cancelled event, then exit the message box. if (Cancelled != null) Cancelled(this, new PlayerIndexEventArgs(playerIndex)); ExitScreen(); } }
public void HandleInput(MenuInput input, PlayerIndex? ControllingPlayer) { Vector2 playerMovement = Vector2.Zero; int playerIndex = (int)ControllingPlayer; //Xbox controls if (input.GamePadWasConnected[playerIndex]) { playerMovement.X = input.CurrentGamePadStates[playerIndex].ThumbSticks.Left.X; playerMovement.Y = -input.CurrentGamePadStates[playerIndex].ThumbSticks.Left.Y; } //Keyboard Controls WASD or Arrow Keys //Also Prevents Diagonal Movement else { if ((input.CurrentKeyboardStates[playerIndex].GetPressedKeys().Length == 1)&&((input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.A)))|| input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.Left)) { playerMovement.X = -1; } else if ((input.CurrentKeyboardStates[playerIndex].GetPressedKeys().Length == 1) && ((input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.D))) || input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.Right)) { playerMovement.X = 1; } if ((input.CurrentKeyboardStates[playerIndex].GetPressedKeys().Length == 1) && ((input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.W))) || input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.Up)) { playerMovement.Y = -1; } else if ((input.CurrentKeyboardStates[playerIndex].GetPressedKeys().Length == 1) && ((input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.S)))|| input.CurrentKeyboardStates[playerIndex].IsKeyDown(Keys.Down)) { playerMovement.Y = 1; } } //Control Animation if (playerMovement == Vector2.Zero) IsAnimating = false; //Adjust Player direction if (playerMovement.X > 0 && playerMovement.Y == 0) Direction = Enums.Direction.East; if (playerMovement.X < 0 && playerMovement.Y == 0) Direction = Enums.Direction.West; if (playerMovement.X == 0 && playerMovement.Y > 0) Direction = Enums.Direction.South; if (playerMovement.X == 0 && playerMovement.Y < 0) Direction = Enums.Direction.North; Position += Speed * playerMovement; LastMovement = Speed * playerMovement; }
/// <summary> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active. /// </summary> public override void HandleInput(MenuInput input) { if (input == null) throw new ArgumentNullException("input"); int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; GamePadState gamePadState = input.CurrentGamePadStates[playerIndex]; bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { switch (Statics.Realm) { case Enums.Realm.WorldMap: Statics.WorldPlayer.HandleInput(input, ControllingPlayer); Statics.WorldMap.CheckCollisions(); Statics.WorldMap.camera.Update(input, ControllingPlayer); break; case Enums.Realm.Level: break; } } }
/// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(MenuInput input) { }