示例#1
0
        public void updateCamera(OpenTK.Input.KeyboardDevice keyboard, OpenTK.Input.MouseDevice mouse)
        {
            const float speed      = 1.0f;
            const float mouseSpeed = 0.5f;

            camAngle.Y += mouse.XDelta * mouseSpeed;
            camAngle.X += mouse.YDelta * mouseSpeed;

            Vector2 RadAng = new Vector2();

            RadAng.X = (camAngle.X / 180 * Math.PI);
            RadAng.Y = (camAngle.Y / 180 * Math.PI);


            if (keyboard[OpenTK.Input.Key.W])
            {
                camCoord.X -= (float)(Math.Sin(RadAng.Y) * speed);
                camCoord.Z += (float)(Math.Cos(RadAng.Y) * speed);
                camCoord.Y += (float)(Math.Sin(RadAng.X) * speed);
            }
            if (keyboard[OpenTK.Input.Key.S])
            {
                camCoord.X += (float)(Math.Sin(RadAng.Y) * speed);
                camCoord.Z -= (float)(Math.Cos(RadAng.Y) * speed);
                camCoord.Y -= (float)(Math.Sin(RadAng.X) * speed);
            }
            if (keyboard[OpenTK.Input.Key.D])
            {
                camCoord.X -= (float)(Math.Cos(RadAng.Y) * speed);
                camCoord.Z -= (float)(Math.Sin(RadAng.Y) * speed);
            }
            if (keyboard[OpenTK.Input.Key.A])
            {
                camCoord.X += (float)(Math.Cos(RadAng.Y) * speed);
                camCoord.Z += (float)(Math.Sin(RadAng.Y) * speed);
            }

            if (camAngle.X > 89)
            {
                camAngle.X = 89;
            }
            if (camAngle.X < -89)
            {
                camAngle.X = -89;
            }

            if (camAngle.Y > 360)
            {
                camAngle.Y -= 360;
            }
            else if (camAngle.Y < 0)
            {
                camAngle.Y += 360;
            }
        }
示例#2
0
        public void updatePlayerPos(OpenTK.Input.KeyboardDevice keyboard, double elapsedTime, bool cameraMode)
        {
            if (keyboard != null)
            {
                getNewDirection(keyboard, elapsedTime, cameraMode);
            }

            if (directionChanged)
            {
                createNewTrail();
                directionChanged = false;
            }

            switch (direction)
            {
            case PlayerDirection.UP:
                position.X += speed * elapsedTime;
                setPosition(position);
                break;

            case PlayerDirection.LEFT:
                position.Z -= speed * elapsedTime;
                setPosition(position);
                break;

            case PlayerDirection.DOWN:
                position.X -= speed * elapsedTime;
                setPosition(position);
                break;

            case PlayerDirection.RIGHT:
                position.Z += speed * elapsedTime;
                setPosition(position);
                break;
            }
        }
示例#3
0
 internal KeyboardDevice(TkKeyboardDevice keyboardDevice)
 {
     this.keyboardDevice = keyboardDevice;
 }
示例#4
0
        void Keyboard_KeyUp(OpenTK.Input.KeyboardDevice sender, OpenTK.Input.Key key)
        {
            KeyCode code = TransformKey(key);

            Keyboard.Keys[code] = false;
        }
示例#5
0
        void Keyboard_KeyDown(OpenTK.Input.KeyboardDevice sender, OpenTK.Input.Key key)
        {
            KeyCode code = TransformKey(key);

            Keyboard.Keys[code] = true;
        }
示例#6
0
        public void getNewDirection(OpenTK.Input.KeyboardDevice keyboard, double elapsedTime, bool cameraMode)
        {
            //TODO: O movimento deve ser diferente na camera de cima. Ver definicao do trabalho.
            inputTimeBuffer += elapsedTime;

            if (!cameraMode) //3rd person
            {
                if (keyboard[OpenTK.Input.Key.Left])
                {
                    if (inputTimeBuffer < INPUT_DELAY)
                    {
                        return;
                    }
                    else
                    {
                        inputTimeBuffer = 0;
                    }

                    switch (direction)
                    {
                    case PlayerDirection.UP:
                        setDirection(PlayerDirection.LEFT);
                        break;

                    case PlayerDirection.LEFT:
                        setDirection(PlayerDirection.DOWN);
                        break;

                    case PlayerDirection.DOWN:
                        setDirection(PlayerDirection.RIGHT);
                        break;

                    case PlayerDirection.RIGHT:
                        setDirection(PlayerDirection.UP);
                        break;
                    }
                }
                else if (keyboard[OpenTK.Input.Key.Right])
                {
                    if (inputTimeBuffer < INPUT_DELAY)
                    {
                        return;
                    }
                    else
                    {
                        inputTimeBuffer = 0;
                    }

                    switch (direction)
                    {
                    case PlayerDirection.UP:
                        setDirection(PlayerDirection.RIGHT);
                        break;

                    case PlayerDirection.LEFT:
                        setDirection(PlayerDirection.UP);
                        break;

                    case PlayerDirection.DOWN:
                        setDirection(PlayerDirection.LEFT);
                        break;

                    case PlayerDirection.RIGHT:
                        setDirection(PlayerDirection.DOWN);
                        break;
                    }
                }
            }

            else //Top View
            {
                if (keyboard[OpenTK.Input.Key.Left])
                {
                    if (inputTimeBuffer < INPUT_DELAY)
                    {
                        return;
                    }
                    else
                    {
                        inputTimeBuffer = 0;
                    }

                    if (direction != PlayerDirection.RIGHT && direction != PlayerDirection.LEFT)
                    {
                        setDirection(PlayerDirection.LEFT);
                    }
                }
                else if (keyboard[OpenTK.Input.Key.Right])
                {
                    if (inputTimeBuffer < INPUT_DELAY)
                    {
                        return;
                    }
                    else
                    {
                        inputTimeBuffer = 0;
                    }

                    if (direction != PlayerDirection.RIGHT && direction != PlayerDirection.LEFT)
                    {
                        setDirection(PlayerDirection.RIGHT);
                    }
                }
                else if (keyboard[OpenTK.Input.Key.Up])
                {
                    if (inputTimeBuffer < INPUT_DELAY)
                    {
                        return;
                    }
                    else
                    {
                        inputTimeBuffer = 0;
                    }

                    if (direction != PlayerDirection.UP && direction != PlayerDirection.DOWN)
                    {
                        setDirection(PlayerDirection.UP);
                    }
                }
                else if (keyboard[OpenTK.Input.Key.Down])
                {
                    if (inputTimeBuffer < INPUT_DELAY)
                    {
                        return;
                    }
                    else
                    {
                        inputTimeBuffer = 0;
                    }

                    if (direction != PlayerDirection.UP && direction != PlayerDirection.DOWN)
                    {
                        setDirection(PlayerDirection.DOWN);
                    }
                }
            }
        }
示例#7
0
文件: Class1.cs 项目: IDWMaster/3DAPI
 public GLKeyboard(OpenTK.Input.KeyboardDevice keydev)
 {
     mdev = keydev;
     mdev.KeyDown += new EventHandler<OpenTK.Input.KeyboardKeyEventArgs>(mdev_KeyDown);
     mdev.KeyUp += new EventHandler<OpenTK.Input.KeyboardKeyEventArgs>(mdev_KeyUp);
 }