public override void Constant_Update(GameTime time, Entity entity) { base.Constant_Update(time, entity); var player = (Player)entity.Get(Types.Player); if (Input.It.Is_Key_Down(Keys.LeftControl) && Input.It.Is_Key_Pressed(Keys.P)) { DesireAndDoom.Toggle_Pause(); } // Toggle the gui and invatory screen var invatory = (Invatory)entity.Get(Types.Invatory); if (Input.It.Is_Key_Pressed(Keys.Q) || Input.It.Is_Gamepad_Button_Pressed(Buttons.Y)) { show_overlay_gui = !show_overlay_gui; if (show_overlay_gui) { player.State = Player.Action_State.IN_INVATORY; } else { player.State = Player.Action_State.IDLE; } //DesireAndDoom.Toggle_Pause(); } //if (Game1.Game_State == Game1.State.PAUSED && invatory.Draw) // invatory_container.Update(time); }
public void Update(GameTime time) { if (Input.It.Is_Key_Pressed(Keys.Escape) || Input.It.Is_Gamepad_Button_Pressed(Buttons.Start)) { Reset(); DesireAndDoom.Toggle_Pause(); showing = DesireAndDoom.Game_State == DesireAndDoom.State.PAUSED; } if (Input.It.Is_Gamepad_Button_Pressed(Buttons.B) && showing) { Reset(); DesireAndDoom.Request_Resume(); showing = DesireAndDoom.Game_State == DesireAndDoom.State.PAUSED; } if (!showing) { return; } var down = Input.It.Is_Key_Pressed(Keys.Down) || Input.It.Is_Gamepad_Button_Pressed(Buttons.DPadDown) || Input.It.Is_Gamepad_Button_Pressed(Buttons.LeftThumbstickDown); var up = Input.It.Is_Key_Pressed(Keys.Up) || Input.It.Is_Gamepad_Button_Pressed(Buttons.DPadUp) || Input.It.Is_Gamepad_Button_Pressed(Buttons.LeftThumbstickUp); if (down) { selector++; } if (up) { selector--; } if (selector >= actions.Names.Length) { selector = 0; } if (selector < 0) { selector = actions.Names.Length - 1; } if (Input.It.Is_Key_Pressed(Keys.Enter) || Input.It.Is_Gamepad_Button_Pressed(Buttons.A)) { actions.Call(selector); } }