private void down_Pushed(object sender, EventArgs e) { if (Down != null) { Down.Invoke(this, e); } }
internal void Update(float x, float y, ulong updateTick) { lastState = thisState; X = x; Y = y; Left.UpdateWithValue(Mathf.Clamp01(-X), updateTick, StateThreshold); Right.UpdateWithValue(Mathf.Clamp01(X), updateTick, StateThreshold); if (InputManager.InvertYAxis) { Up.UpdateWithValue(Mathf.Clamp01(-Y), updateTick, StateThreshold); Down.UpdateWithValue(Mathf.Clamp01(Y), updateTick, StateThreshold); } else { Up.UpdateWithValue(Mathf.Clamp01(Y), updateTick, StateThreshold); Down.UpdateWithValue(Mathf.Clamp01(-Y), updateTick, StateThreshold); } thisState = Up.State || Down.State || Left.State || Right.State; if (thisState != lastState) { UpdateTick = updateTick; } }
public void InitializeGameState() { //Player player = new Player(); //Enemies squadronContainer = new List <ISquadron>(); //Squadrons squad = new Squad(); squad.CreateEnemies(ImageStride.CreateStrides(4, Path.Combine("Assets", "Images", "BlueMonster.png"))); boss = new Boss(); boss.CreateEnemies(ImageStride.CreateStrides(4, Path.Combine("Assets", "Images", "BlueMonster.png"))); //Add to enemies squadronContainer.Add(squad); squadronContainer.Add(boss); // squadronContainer.Add(invasion); explosionStrides = ImageStride.CreateStrides(8, Path.Combine("Assets", "Images", "Explosion.png")); explosions = new AnimationContainer(10); //Movement down = new Down(); eventBus = GalagaBus.GetBus(); eventBus.Subscribe(GameEventType.PlayerEvent, player); }
public DirectionalCellBitmap(AnimatedCellBitmapSetLayers cellBitmapSet) { Up = cellBitmapSet ?? throw new ArgumentNullException(nameof(cellBitmapSet)); Right = Up.Generate90DegreesRotatedClone(); Down = Right.Generate90DegreesRotatedClone(); Left = Down.Generate90DegreesRotatedClone(); }
public void init(char[] songCorrectCharacters, Text nextNotesText) { // Map characters to correct Input KeyCodes characterKeyMap = new Dictionary <char, KeyCode>(); characterKeyMap.Add('W', KeyCode.UpArrow); characterKeyMap.Add('A', KeyCode.LeftArrow); characterKeyMap.Add('S', KeyCode.DownArrow); characterKeyMap.Add('D', KeyCode.RightArrow); // Arrays of song chars; "beats" and directions oldStrokes = new char[songCorrectCharacters.Length]; this.songCorrectCharacters = songCorrectCharacters; // Initialize commands objects which updates the UI upAction = new Up(); leftAction = new Left(); downAction = new Down(); rightAction = new Right(); failAction = new Fail(); endAction = new End(); // Map Input KeyCode to a certain command keyActionMap = new Dictionary <KeyCode, ArrowEventAction>(); keyActionMap.Add(KeyCode.UpArrow, upAction); keyActionMap.Add(KeyCode.LeftArrow, leftAction); keyActionMap.Add(KeyCode.DownArrow, downAction); keyActionMap.Add(KeyCode.RightArrow, rightAction); // Text element for displaying next notes this.nextNotesText = nextNotesText; displayNextNotes(6); }
public void CheckBinds(out float right, out float left, out float down, out float up) { right = Right.Axis(GamepadIndex, 0f); left = Left.Axis(GamepadIndex, 0f); down = Down.Axis(GamepadIndex, 0f); up = Up.Axis(GamepadIndex, 0f); }
private void PollMovement() { Up.Update(); Left.Update(); Down.Update(); Right.Update(); }
/// <summary> /// This function is called every fixed framerate frame, if the MonoBehaviour is enabled. /// </summary> void FixedUpdate() { Up.Update(); Down.Update(); Left.Update(); Right.Update(); }
private void RegistEvent() { inputHandler.Click += data => { if (Enable) { Click?.Invoke(this, data); } }; inputHandler.Enter += data => { if (Enable) { Enter?.Invoke(this, data); } }; inputHandler.Exit += data => { if (Enable) { Exit?.Invoke(this, data); } }; inputHandler.Down += data => { if (Enable) { Down?.Invoke(this, data); } }; inputHandler.Up += data => { if (Enable) { Up?.Invoke(this, data); } }; }
void Swipe() { Vector2 delta = Input.GetTouch(0).deltaPosition; //фмксируем дельту тачеи if (Mathf.Abs(delta.x) > Mathf.Abs(delta.y)) //тач по горизонтали { if (delta.x > 0) //свеип вправо { Right?.Invoke(); } else //свеип влево { Left?.Invoke(); } } else //тач по вертикали { if (delta.y > 0) //свеип вверх { Up?.Invoke(); } else //свеип вниз { Down?.Invoke(); } } }
public override void Invoke() { Up.Clear(); bool inputexists = false; foreach (var key in Input) { inputexists = true; break; } if (inputexists) { Up.AddRange(Pressed); } else { Up.AddRange(Pressed.Where(k => Input.All(kk => k.KeyCode != kk.KeyCode))); } Down.Clear(); if (Pressed.Count == 0) { Down.AddRange(Input); } else { Down.AddRange(Input.Where(k => Pressed.All(kk => k.KeyCode != kk.KeyCode))); } Pressed.Clear(); Pressed.AddRange(Input); Execute = Enabled && (Up.Count > 0 || Down.Count > 0); base.Invoke(); }
protected static void OnDown() { if (Down != null) { Down.Invoke(); } }
public FSMState CreateState(FSM fsm, string stateName) { FSMState state = null; if (stateName.Equals("Down")) { state = new Down(fsm); } else if (stateName.Equals("Up")) { state = new Up(fsm); } else if (stateName.Equals("Left")) { state = new Left(fsm); } else if (stateName.Equals("Right")) { state = new Right(fsm); } else if (stateName.Equals("Jump")) { state = new Jump(fsm); } return(state); }
internal void UpdateState(bool onHold) { IsDown = false; IsUp = false; if (IsHold) { if (!onHold) { IsUp = true; UpOnce?.Invoke(); UpOnce = null; Up?.Invoke(); } } else { if (onHold) { IsDown = true; DownOnce?.Invoke(); DownOnce = null; Down?.Invoke(); } } IsHold = onHold; if (onHold) { HoldOnce?.Invoke(); HoldOnce = null; Hold?.Invoke(); } }
public GameRunning() { isGameOver = false; player = new Player(new DynamicShape(new Vec2F(0.45f, 0.1f), new Vec2F(0.1f, 0.1f)), new Image(Path.Combine("Assets", "Images", "Player.png"))); score = new Score(new Vec2F(0.02f, 0.7f), new Vec2F(0.3f, 0.3f)); enemyStrides = ImageStride.CreateStrides(4, Path.Combine("Assets", "Images", "BlueMonster.png")); squiggleSquadron = new SquiggleSquadron(6); AddEnemies(); noMove = new NoMove(); down = new Down(); zigZagDown = new ZigZagDown(); playerShots = new List <PlayerShot>(); // Preloads the bullet image bullet = new Image(Path.Combine("Assets", "Images", "BulletRed2.png")); explosionStrides = ImageStride.CreateStrides(8, Path.Combine("Assets", "Images", "Explosion.png")); // Here the constructor is given the argument 6 since that is the total amount of enemies. explosions = new AnimationContainer(6); //backGroundImage = new Entity(new StationaryShape(new Vec2F(0.2f, 0.2f), new Vec2F(0.5f, 0.5f)), new Image("Assets/Images/TitleImage.png")); GalagaBus.GetBus().Subscribe(GameEventType.MovementEvent, player); }
public Package ClientReceive() { Package package; Down.TryDequeue(out package); return(package); }
public void DownTest() { var down = new Down(); Assert.AreEqual(-(1 / 3), down.Charge); Assert.AreEqual(0, down.Strangeness); }
void JoystickUpdated(object sender, IChangeResult <JoystickPosition> e) { if (e.New.Horizontal < 0.2f) { Left.SetBrightness(0f); Right.SetBrightness(0f); } if (e.New.Vertical < 0.2f) { Up.SetBrightness(0f); Down.SetBrightness(0f); } if (e.New.Horizontal > 0) { Left.SetBrightness(e.New.Horizontal.Value); } else { Right.SetBrightness(Math.Abs(e.New.Horizontal.Value)); } if (e.New.Vertical > 0) { Down.SetBrightness(Math.Abs(e.New.Vertical.Value)); } else { Up.SetBrightness(Math.Abs(e.New.Vertical.Value)); } Console.WriteLine($"({e.New.Horizontal.Value}, {e.New.Vertical.Value})"); }
public void Draw(Effect effect) { if (UpVisible) { Up.Draw(effect); } if (DownVisible) { Down.Draw(effect); } if (ForwardVisible) { Forward.Draw(effect); } if (BackwardVisible) { Backward.Draw(effect); } if (LeftVisible) { Left.Draw(effect); } if (RightVisible) { Right.Draw(effect); } }
private void DrawTilesInverse(GameTime gametime, SpriteBatch spriteBatch) { Left.DrawTilesLeft(gametime, spriteBatch); Down.DrawTilesDown(gametime, spriteBatch); Vector2 position = new Vector2(0, 0); // For each Tile position for (int y = Height - 1; y >= 0; --y) { for (int x = 0; x < Width; ++x) { Texture2D texture = null; texture = tiles[x, y].Texture; position = new Vector2(tiles[x, y].Position.X, tiles[x, y].Position.Y); tiles[x, y].tileAnimation.DrawTile(gametime, spriteBatch, position, SpriteEffects.None, 0.1f); } } lock (tilesTemporaney) { foreach (Tile item in tilesTemporaney) { Vector2 p = new Vector2(item.Position.X, item.Position.Y); item.tileAnimation.DrawTile(gametime, spriteBatch, p, SpriteEffects.None, 0.1f); } } }
public void InitializeGameState() { stateMachine = new StateMachine(); player = new Player(this, shape: new DynamicShape(new Vec2F(0.45f, 0.1f), new Vec2F(0.1f, 0.1f)), image: new Image(Path.Combine("Assets", "Images", "Player.png"))); GalagaBus.GetBus().InitializeEventBus(new List <GameEventType>() { GameEventType.PlayerEvent }); GalagaBus.GetBus().Subscribe(GameEventType.PlayerEvent, player); enemyStrides = ImageStride.CreateStrides(4, Path.Combine("Assets", "Images", "BlueMonster.png")); enemies = new EntityContainer <Enemy>(); PlayerShot = new Image(Path.Combine("Assets", "Images", "BlueMonster.png")); playerShots = new EntityContainer <PlayerShot>(); explosionStrides = ImageStride.CreateStrides(8, Path.Combine("Assets", "Images", "Explosion.png")); explosions = new AnimationContainer(40); score = new Score(new Vec2F(0.43f, -0.12f), new Vec2F(0.2f, 0.2f)); v_Formation = new V_Formation(); v_Formation.CreateEnemies(enemyStrides); enemies = v_Formation.Enemies; down = new Down(); zigzagdown = new ZigZagDown(); noMove = new NoMove(); }
public void NotNullDiscriminator() { ISession s = OpenSession(); ITransaction t = s.BeginTransaction(); Up up = new Up(); up.Id1 = "foo"; up.Id2 = 1231; Down down = new Down(); down.Id1 = "foo"; down.Id2 = 3211; down.Value = 123123121; s.Save(up); s.Save(down); t.Commit(); s.Close(); s = OpenSession(); t = s.BeginTransaction(); IList list = s.CreateQuery("from Up up order by up.Id2 asc").List(); Assert.IsTrue(list.Count == 2); Assert.IsFalse(list[0] is Down); Assert.IsTrue(list[1] is Down); list = s.CreateQuery("from Down down").List(); Assert.IsTrue(list.Count == 1); Assert.IsTrue(list[0] is Down); s.Delete("from Up up"); t.Commit(); s.Close(); }
public void ProcessKeyInput(double deltaTime) { var pressedKeys = appender.Input.GetPressedKeys(); bool isShiftPressed = appender.Input.IsKeyPressed(Keys.LeftShift) || appender.Input.IsKeyPressed(Keys.RightShift); foreach (Keys key in pressedKeys) { if (!ShouldHandleKey(key, deltaTime)) { continue; } char convertedChar; if (KeyboardUtils.KeyToString(key, isShiftPressed, out convertedChar)) { if (!appender.ShouldHandleKey(key, convertedChar)) { continue; } KeyPressed.RaiseEvent(this, convertedChar); } else { switch (key) { case Keys.Back: BackSpace.RaiseEvent(this, EventArgs.Empty); break; case Keys.Delete: Delete.RaiseEvent(this, EventArgs.Empty); break; case Keys.Left: Left.RaiseEvent(this, EventArgs.Empty); break; case Keys.Right: Right.RaiseEvent(this, EventArgs.Empty); break; case Keys.Up: Up.RaiseEvent(this, EventArgs.Empty); break; case Keys.Down: Down.RaiseEvent(this, EventArgs.Empty); break; case Keys.Enter: Insert.RaiseEvent(this, EventArgs.Empty); break; } } } }
public ControllerXbox360(params int[] joystickId) { AddButton(Controls.A); AddButton(Controls.B); AddButton(Controls.X); AddButton(Controls.Y); AddButton(Controls.RB); AddButton(Controls.LB); AddButton(Controls.LStickClick); AddButton(Controls.RStickClick); AddButton(Controls.Start); AddButton(Controls.Back); AddButton(Controls.RT); AddButton(Controls.LT); AddButton(Controls.Up); AddButton(Controls.Down); AddButton(Controls.Left); AddButton(Controls.Right); AddAxis(Controls.LStick); AddAxis(Controls.RStick); AddAxis(Controls.DPad); AddAxis(Controls.Triggers); foreach (var joy in joystickId) { A.AddJoyButton(0, joy); B.AddJoyButton(1, joy); X.AddJoyButton(2, joy); Y.AddJoyButton(3, joy); LB.AddJoyButton(4, joy); RB.AddJoyButton(5, joy); Back.AddJoyButton(6, joy); Start.AddJoyButton(7, joy); LeftStickClick.AddJoyButton(8, joy); RightStickClick.AddJoyButton(9, joy); RT.AddAxisButton(AxisButton.ZMinus, joy); LT.AddAxisButton(AxisButton.ZPlus, joy); LeftStick.AddJoyAxis(JoyAxis.X, JoyAxis.Y, joy); RightStick.AddJoyAxis(JoyAxis.U, JoyAxis.R, joy); DPad.AddJoyAxis(JoyAxis.PovX, JoyAxis.PovY, joy); Triggers.AddJoyAxis(JoyAxis.Z, JoyAxis.Z, joy); Up .AddAxisButton(AxisButton.YMinus, joy) .AddAxisButton(AxisButton.PovYMinus, joy); Down .AddAxisButton(AxisButton.YPlus, joy) .AddAxisButton(AxisButton.PovYPlus, joy); Right .AddAxisButton(AxisButton.XPlus, joy) .AddAxisButton(AxisButton.PovXPlus, joy); Left .AddAxisButton(AxisButton.XMinus, joy) .AddAxisButton(AxisButton.PovXMinus, joy); } }
private void listView1_DoubleClick(object sender, EventArgs e) { if (listView1.SelectedItems.Count > 0) { ListViewItem item = listView1.SelectedItems[listView1.SelectedItems.Count - 1]; string DirName = ""; FileSystem dirinfo = item.Tag as FileSystem; if (dirinfo != null) { if (dirinfo.FileType == FileType.Dir) { DirName = dirinfo.FullName; } else { if (MessageBox.Show("是否下载文件:" + dirinfo.Name + "?", "提示", MessageBoxButtons.YesNo) == DialogResult.Yes) { FileSystem downFile = (this.listView1.SelectedItems[this.listView1.SelectedItems.Count - 1].Tag as FileSystem); if (downFile != null) { Down down = new Down() { FullName = downFile.FullName }; SocketManager.Send(BufferFormatV2.FormatFCA(down, Deflate.Compress)); } } return; } } else { DiskInfo info = item.Tag as DiskInfo; if (info != null) { DirName = info.Name; } } Dir tmp = new Dir() { DirName = DirName, FileSystemList = new List <FileSystem>(), IsSuccess = false, Msg = "" }; SocketManager.Send(BufferFormatV2.FormatFCA(tmp, Deflate.Compress)); } }
public override void Draw(SpriteBatch batch) { base.Draw(batch); Left.Draw(batch); Right.Draw(batch); Up.Draw(batch); Down.Draw(batch); }
public DownFile(Down down) { this.down = down; InitializeComponent(); this.FormClosed += new FormClosedEventHandler(DownFile_FormClosed); IsCheckTable = new List <CheckB>(); this.Text += "---" + down.FullName; }
public MainPage() { this.InitializeComponent(); this.NavigationCacheMode = NavigationCacheMode.Required; Down.AddHandler(PointerPressedEvent, new PointerEventHandler(Down_Pressed), true); Down.AddHandler(PointerReleasedEvent, new PointerEventHandler(Down_Released), true); }
private void AlignCarWithGround() { if (Down.IsColliding()) { var n = Down.GetCollisionNormal().Normalized(); GlobalTransform = GlobalTransform.InterpolateWith(GlobalTransform.LookingAtWithY(n), .1f); } }
public static void OnDown(Point p) { _previousPosX = p.X; _previousPosY = p.Y; _panJustBegun = true; Down?.Invoke(p); }