Пример #1
0
        private void HandlePlayerDeadKeys(ResultSet resultSet)
        {
            if (RB.ButtonPressed(RB.BTN_SYSTEM))
            {
                resultSet.AddExit();
                return;
            }

            if (RB.KeyPressed(KeyCode.P))
            {
                resultSet.AddShowCharacterScreen();
            }
        }
Пример #2
0
        private void HandlePlayerTurnKeys(ResultSet resultSet)
        {
            // Check if we should block all player input until all keys are up
            // This is useful to block player input when exiting menus
            if (mBlockMoveUntilKeyUp)
            {
                if (!AnyPlayerKeyDown())
                {
                    mBlockMoveUntilKeyUp = false;
                }
                else
                {
                    return;
                }
            }

            if (RB.ButtonPressed(RB.BTN_SYSTEM))
            {
                resultSet.AddExit();
                return;
            }

            if (RB.KeyPressed(KeyCode.I))
            {
                resultSet.AddShowInventory();
            }

            if (RB.KeyPressed(KeyCode.O))
            {
                resultSet.AddDropInventory();
            }

            if (RB.KeyPressed(KeyCode.P))
            {
                resultSet.AddShowCharacterScreen();
            }

            if (RB.KeyPressed(KeyCode.Return) || RB.KeyPressed(KeyCode.KeypadEnter))
            {
                resultSet.AddTakeStairs();
            }

            if (RB.KeyPressed(KeyCode.H))
            {
                resultSet.AddShowHelp();
            }

            Vector2i delta = Vector2i.zero;

            if (RB.KeyDown(KeyCode.W) || RB.KeyDown(KeyCode.Keypad8))
            {
                delta.y--;
            }
            else if (RB.KeyDown(KeyCode.S) || RB.KeyDown(KeyCode.Keypad2))
            {
                delta.y++;
            }
            else if (RB.KeyDown(KeyCode.A) || RB.KeyDown(KeyCode.Keypad4))
            {
                delta.x--;
            }
            else if (RB.KeyDown(KeyCode.D) || RB.KeyDown(KeyCode.Keypad6))
            {
                delta.x++;
            }
            else if (RB.KeyDown(KeyCode.Q) || RB.KeyDown(KeyCode.Keypad7))
            {
                delta.x--;
                delta.y--;
            }
            else if (RB.KeyDown(KeyCode.E) || RB.KeyDown(KeyCode.Keypad9))
            {
                delta.x++;
                delta.y--;
            }
            else if (RB.KeyDown(KeyCode.Z) || RB.KeyDown(KeyCode.Keypad1))
            {
                delta.x--;
                delta.y++;
            }
            else if (RB.KeyDown(KeyCode.C) || RB.KeyDown(KeyCode.Keypad3))
            {
                delta.x++;
                delta.y++;
            }

            if (delta.x > 1)
            {
                delta.x = 1;
            }
            else if (delta.x < -1)
            {
                delta.x = -1;
            }

            if (delta.y > 1)
            {
                delta.y = 1;
            }
            else if (delta.y < -1)
            {
                delta.y = -1;
            }

            if (delta.x == 0 && delta.y == 0)
            {
                mKeyRepeatStage = 0;
            }
            else
            {
                var ticksDelta = RB.Ticks - mLastMoveTimestamp;

                if (mKeyRepeatStage == 0 || (mKeyRepeatStage == 1 && ticksDelta > C.KEY_REPEAT_SPEED_STAGE1) || (mKeyRepeatStage > 1 && ticksDelta > C.KEY_REPEAT_SPEED_STAGE2))
                {
                    if (delta.x != 0 || delta.y != 0)
                    {
                        mKeyRepeatStage++;
                        mLastMoveTimestamp = RB.Ticks;
                        resultSet.AddMove(delta);
                    }
                }
            }

            // Wait
            if (RB.KeyPressed(KeyCode.X) || RB.KeyPressed(KeyCode.Keypad5))
            {
                resultSet.AddMove(Vector2i.zero);
            }

            if (RB.KeyPressed(KeyCode.G) || RB.KeyPressed(KeyCode.Keypad0))
            {
                resultSet.AddPickup(mPlayer);
            }

            if (RB.KeyPressed(KeyCode.F))
            {
                var ranged = mPlayer.e.equipment.equipment[(int)EquipmentSlot.Ranged];
                var arrow  = mPlayer.e.inventory.GetArrow();
                if (!ranged.isEmpty && !arrow.isEmpty)
                {
                    resultSet.AddTargeting(ranged);
                }
                else
                {
                    if (ranged.isEmpty)
                    {
                        resultSet.AddMessage(C.FSTR.Set("You do not have a ranged weapon equipped."));
                    }
                    else if (arrow.isEmpty)
                    {
                        resultSet.AddMessage(C.FSTR.Set("You do not have an arrow to shoot."));
                    }
                }
            }
        }