示例#1
0
 public override void HandleInput(GamePadState gamePadState, KeyboardState keyState, MouseState mouseState)
 {
     BattleMenu.HandleInput(gamePadState, keyState, mouseState, this);
     //if the battle is waiting for player input
     if (state == State.Input)
     {
         //get input based on key presses
         lock (battle.lockObject)
         {
             if (Input.InputHandler.WasKeyPressed(keyState, Keys.D1, 10) && battle.Positions[battle.waitingIndex].pokemon.move[0] != null)
             {
                 BattleChoice nextChoice = BattleChoice.UseMove(battle.Positions[battle.waitingIndex].pokemon.move[0], battle.Positions[1]);
                 battle.Positions[battle.waitingIndex].choice = nextChoice;
                 battle.waitingForPlayerInput = false;
                 Monitor.Pulse(battle.lockObject);
             }
             else if (Input.InputHandler.WasKeyPressed(keyState, Keys.D2, 10) && battle.Positions[battle.waitingIndex].pokemon.move[1] != null)
             {
                 BattleChoice nextChoice = BattleChoice.UseMove(battle.Positions[battle.waitingIndex].pokemon.move[1], battle.Positions[1]);
                 battle.Positions[battle.waitingIndex].choice = nextChoice;
                 battle.waitingForPlayerInput = false;
                 Monitor.Pulse(battle.lockObject);
             }
             else if (Input.InputHandler.WasKeyPressed(keyState, Keys.D3, 10) && battle.Positions[battle.waitingIndex].pokemon.move[2] != null)
             {
                 BattleChoice nextChoice = BattleChoice.UseMove(battle.Positions[battle.waitingIndex].pokemon.move[2], battle.Positions[1]);
                 battle.Positions[battle.waitingIndex].choice = nextChoice;
                 battle.waitingForPlayerInput = false;
                 Monitor.Pulse(battle.lockObject);
             }
             else if (Input.InputHandler.WasKeyPressed(keyState, Keys.D4, 10))
             {
                 BattleChoice nextChoice = BattleChoice.RunFromBattle();
                 battle.Positions[battle.waitingIndex].choice = nextChoice;
                 battle.waitingForPlayerInput = false;
                 Monitor.Pulse(battle.lockObject);
             }
         }
     }
 }
示例#2
0
        public static void HandleInput(GamePadState gamePadState, KeyboardState keyState, MouseState mouseState)
        {
            if (battleScreen.state == State.Input)
            {
                if (!inMenu) //if selecting an option
                {
                    //go in the menu
                    if (Input.InputHandler.WasKeyPressed(keyState, Keys.Z, 10) || Input.InputHandler.WasKeyPressed(keyState, Keys.Down, 10))
                    {
                        inMenu = true;
                    }

                    //go right
                    if (Input.InputHandler.WasKeyPressed(keyState, Keys.Right, 10))
                    {
                        optionChoice = (byte)(optionChoice < (byte)3 ? optionChoice + 1 : 0);
                    }

                    //go left
                    if (Input.InputHandler.WasKeyPressed(keyState, Keys.Left, 10))
                    {
                        optionChoice = (byte)(optionChoice > (byte)0 ? optionChoice - 1 : 3);
                    }
                }
                else //else if currently in an option
                {
                    //go out of the menu to select an option
                    if (Input.InputHandler.WasKeyPressed(keyState, Keys.X, 10) || Input.InputHandler.WasKeyPressed(keyState, Keys.Up, 10))
                    {
                        inMenu = false;
                    }

                    lock (battle.lockObject)
                    {
                        switch (optionChoice)
                        {
                        //FIGHT
                        case 0:

                            //use move
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Z, 10))
                            {
                                if (pokemon.pokemon.move[fightChoice] != null)
                                {
                                    battle.Positions[battle.waitingIndex].choice =
                                        BattleChoice.UseMove(battle.Positions[battle.waitingIndex].pokemon.move[fightChoice],
                                                             battle.Positions[1]);
                                    battle.waitingForPlayerInput = false;
                                    Monitor.Pulse(battle.lockObject);
                                }
                            }

                            //go right
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Right, 10))
                            {
                                fightChoice = (byte)(fightChoice < (byte)3 ? fightChoice + 1 : 0);
                            }

                            //go left
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Left, 10))
                            {
                                fightChoice = (byte)(fightChoice > (byte)0 ? fightChoice - 1 : 3);
                            }
                            break;

                        //POKE
                        case 1:

                            //switch pokemon
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Z, 10))
                            {
                                if (player.currentPokemon[pokeChoice] != null)
                                {
                                    battle.Positions[0].SwitchPokemon(player.currentPokemon[pokeChoice]);
                                    battle.waitingForPlayerInput = false;
                                    Monitor.Pulse(battle.lockObject);
                                }
                            }

                            //go right
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Right, 10))
                            {
                                pokeChoice = (byte)(pokeChoice < (byte)5 ? pokeChoice + 1 : 0);
                            }

                            //go left
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Left, 10))
                            {
                                pokeChoice = (byte)(pokeChoice > (byte)0 ? pokeChoice - 1 : 5);
                            }
                            break;

                        //ITEM
                        case 2:

                            //use item
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Z, 10))
                            {
                                if (player.inventory[itemChoice] != null)
                                {
                                    battle.Positions[battle.waitingIndex].choice =
                                        BattleChoice.UseItem(Item.getItem(battle.Positions[battle.waitingIndex].trainer.inventory[itemChoice].itemID),
                                                             battle.Positions[1]);
                                    battle.waitingForPlayerInput = false;
                                    Monitor.Pulse(battle.lockObject);
                                }
                            }

                            //go right
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Right, 10))
                            {
                                itemChoice = (itemChoice < itemOptions.Length - 1 ? itemChoice + 1 : 0);
                            }

                            //go left
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Left, 10))
                            {
                                itemChoice = (itemChoice > 0 ? itemChoice - 1 : itemOptions.Length - 1);
                            }
                            break;

                        //RUN
                        case 3:

                            //get the f**k out of there (or try to atleast)
                            if (Input.InputHandler.WasKeyPressed(keyState, Keys.Z, 10))
                            {
                                battle.Positions[battle.waitingIndex].choice =
                                    BattleChoice.RunFromBattle();
                                battle.waitingForPlayerInput = false;
                                Monitor.Pulse(battle.lockObject);
                            }

                            break;
                        }
                    }
                }
            }
        }