private void HandleInput() { mButtons[mSelectedIndex].IsSelected = false; if (InputHelper.ButtonJustPressed2Player(Buttons.DPadRight)) { ++mSelectedIndex; } else if (InputHelper.ButtonJustPressed2Player(Buttons.DPadLeft)) { --mSelectedIndex; } if (mSelectedIndex == -1) { mSelectedIndex = 1; } if (mSelectedIndex == 2) { mSelectedIndex = 0; } mButtons[mSelectedIndex].IsSelected = true; if (InputHelper.ButtonJustPressed2Player(Buttons.A) || InputHelper.Player1.ActionJustPressed) { mButtons[mSelectedIndex].IsClicked(); } }
public override void Update() { switch (State) { case FadingState.FadeIn: Visibility.StepForward(); if (Visibility.Complete) { State = FadingState.Idle; } break; case FadingState.Idle: if (InputHelper.ButtonJustPressed2Player(Buttons.B)) { State = FadingState.FadeOut; } break; case FadingState.FadeOut: Visibility.StepBackward(); if (Visibility.Progress <= 0f) { State = FadingState.FadeIn; Visibility.Reset(); SceneManager.Instance.SetCurrentSceneTo("Menu"); } break; } }
private void UpdateCredits() { if (InputHelper.ButtonJustPressed2Player(Buttons.B)) { menuState = MenuState.Options; } }
private void UpdateMainMenu() { mButtons[SelectedIndex].IsSelected = false; if (InputHelper.ButtonJustPressed2Player(Buttons.DPadRight)) { SelectedIndex++; } else if (InputHelper.ButtonJustPressed2Player(Buttons.DPadLeft)) { SelectedIndex--; } if (SelectedIndex == -1) { SelectedIndex = 4; } if (SelectedIndex == 5) { SelectedIndex = 0; } mButtons[SelectedIndex].IsSelected = true; if (InputHelper.ButtonJustPressed2Player(Buttons.A) || InputHelper.Player1.ActionJustPressed) { mButtons[SelectedIndex].IsClicked(); } }
private void UpdateOptionsMenu() { if (StartMoveing) { if (!MoveDirection) { MoveListIn(new List <GameObject>(mOptionButtons)); } else { MoveListOut(new List <GameObject>(mOptionButtons)); } } else { mOptionButtons[SelectedIndexOptions].IsSelected = false; if (InputHelper.ButtonJustPressed2Player(Buttons.DPadRight)) { SelectedIndexOptions++; } else if (InputHelper.ButtonJustPressed2Player(Buttons.DPadLeft)) { SelectedIndexOptions--; } if (SelectedIndexOptions == -1) { SelectedIndexOptions = 2; } if (SelectedIndexOptions == 3) { SelectedIndexOptions = 0; } mOptionButtons[SelectedIndexOptions].IsSelected = true; if (InputHelper.ButtonJustPressed2Player(Buttons.A)) { mOptionButtons[SelectedIndexOptions].IsClicked(); } if (InputHelper.ButtonJustPressed2Player(Buttons.B)) { StartMoveing = true; MoveDirection = true; mOptionButtons[SelectedIndexOptions].IsSelected = false; } } }
public override void Update() { if (End) { mState = GameState.End; End = false; } mPauseMenu.Update(ref mState); switch (mState) { case GameState.Running: //Update Logic mLogic.Update(mSavegame, ref mScene, mHansel, mGretel, mCamera, mRenderer, ref mState); //Update Player mHansel.Update(mLogic.HanselMayMove, mHansel.mCurrentActivity.mMovementSpeedFactorHansel, mScene); mGretel.Update(mLogic.GretelMayMove, mGretel.mCurrentActivity.mMovementSpeedFactorGretel, mScene); #if DEBUG //DebugCheats, im finalen Spiel löschen Cheats.Update(mSavegame, mScene, mHansel, mGretel); #endif //Update Camera mCamera.MoveCamera(mHansel.CollisionBox, mGretel.CollisionBox); foreach (InteractiveObject io in mScene.InteractiveObjects) { io.Update(); } break; case GameState.CollectableInfo: if (InputHelper.ButtonJustPressed2Player(Buttons.A)) { mState = GameState.Running; } break; case GameState.End: mEndGameFading.StepForward(); if (mEndGameFading.Complete && InputHelper.ButtonJustPressed2Player(Buttons.A)) { //Wenn komplett sichtbar & ein Spieler drückt A mEndGameFading.Reset(); RestartGame(); mState = GameState.Running; } break; } }
public void Update(ref GameScene.GameState pGameState) { if (InputHelper.ButtonJustPressed2Player(Buttons.Start)) { mIsActive = !mIsActive; mSelectedIndex = 0; } if (mIsActive) { HandleInput(); pGameState = GameScene.GameState.Paused; return; } if (pGameState == GameScene.GameState.Paused) { pGameState = GameScene.GameState.Running; } }
private void UpdateCollectablesMenu() { if (StartMoveing) { if (!MoveDirection) { MoveListIn(new List <GameObject>(mCollectableButton)); } else { MoveListOut(new List <GameObject>(mCollectableButton)); } } else { mCollectableButton[SelectedIndexCollectable].IsSelected = false; if (InputHelper.ButtonJustPressed2Player(Buttons.DPadRight)) { SelectedIndexCollectable++; } else if (InputHelper.ButtonJustPressed2Player(Buttons.DPadLeft)) { SelectedIndexCollectable--; } else if (InputHelper.ButtonJustPressed2Player(Buttons.DPadUp) && SelectedIndexCollectable > 4) { SelectedIndexCollectable -= 5; } else if (InputHelper.ButtonJustPressed2Player(Buttons.DPadDown) && SelectedIndexCollectable < 4) { SelectedIndexCollectable += 5; } else if (InputHelper.ButtonJustPressed2Player(Buttons.DPadDown) && SelectedIndexCollectable == 4) { SelectedIndexCollectable += 4; } if (SelectedIndexCollectable == -1) { SelectedIndexCollectable = 8; } if (SelectedIndexCollectable == 9) { SelectedIndexCollectable = 0; } mCollectableButton[SelectedIndexCollectable].IsSelected = true; if (InputHelper.ButtonJustPressed2Player(Buttons.A)) { mCollectableButton[SelectedIndexCollectable].IsClicked(); } if (InputHelper.ButtonJustPressed2Player(Buttons.B)) { StartMoveing = true; MoveDirection = true; mCollectableButton[SelectedIndexCollectable].IsSelected = false; } } }