public override bool OnActionPressed(SceneControls action)
        {
            switch (action)
            {
            case SceneControls.Left:
                yRotating -= rotationVelocity;
                return(true);

            case SceneControls.Right:
                yRotating += rotationVelocity;
                return(true);

            case SceneControls.Up:
                xRotating -= rotationVelocity;
                return(true);

            case SceneControls.Down:
                xRotating += rotationVelocity;
                return(true);

            case SceneControls.One:
                zRotating -= rotationVelocity;
                return(true);

            case SceneControls.Two:
                zRotating += rotationVelocity;
                return(true);
            }
            return(base.OnActionPressed(action));
        }
        public override void OnActionReleased(SceneControls action)
        {
            switch (action)
            {
            case SceneControls.Left:
                yRotating += rotationVelocity;
                return;

            case SceneControls.Right:
                yRotating -= rotationVelocity;
                return;

            case SceneControls.Up:
                xRotating += rotationVelocity;
                return;

            case SceneControls.Down:
                xRotating -= rotationVelocity;
                return;

            case SceneControls.One:
                zRotating += rotationVelocity;
                return;

            case SceneControls.Two:
                zRotating -= rotationVelocity;
                return;
            }
            base.OnActionPressed(action);
        }
        public override bool OnActionPressed(SceneControls action)
        {
            var returnValue = false;

            foreach (var node in nodes)
            {
                switch (action)
                {
                case SceneControls.Left:
                    node.Velocity.X -= 1;
                    returnValue      = true;
                    break;

                case SceneControls.Right:
                    node.Velocity.X += 1;
                    returnValue      = true;
                    break;

                case SceneControls.Up:
                    node.Velocity.Y += 1;
                    returnValue      = true;
                    break;

                case SceneControls.Down:
                    node.Velocity.Y -= 1;
                    returnValue      = true;
                    break;
                }
            }
            return(returnValue);
        }
示例#4
0
 public MenuItem(Vector2 position, String contents, SceneControls control)
     : base(position, contents)
 {
     zindex = 0.2f;
     fontColor = Color.White;
     highlightColor = Color.White;
     this.control = control;
 }
        public override bool OnActionPressed(SceneControls action)
        {
            if (action != SceneControls.One)
            {
                return(base.OnActionPressed(action));
            }

            drawable.Visible = !drawable.Visible;

            return(true);
        }
示例#6
0
        protected override void Initialize()
        {
            base.Initialize();
            Scene.setDefaultDesignResolution(427, 240, Scene.SceneResolutionPolicy.FixedHeight);

            // PP Fix
            scene = Scene.createWithDefaultRenderer();
            base.Update(new GameTime());
            base.Draw(new GameTime());

            // Set first scene
            scene = new SceneControls();
        }
 public override bool OnActionPressed(SceneControls action)
 {
     targetYaw += action switch
     {
         SceneControls.Left => 30,
         SceneControls.Right => - 30,
         _ => 0
     };
     targetPitch += action switch
     {
         SceneControls.Up => 30,
         SceneControls.Down => - 30,
         _ => 0
     };
     targetPitch = MathF.Min(90, MathF.Max(-90, targetPitch));
     return(base.OnActionPressed(action));
 }
示例#8
0
        public override bool OnActionPressed(SceneControls action)
        {
            switch (action)
            {
            case SceneControls.One:
                worldViewer2d.GridDistance -= 0.5f;
                return(true);

            case SceneControls.Two:
                worldViewer2d.GridDistance += 0.5f;
                return(true);

            case SceneControls.Up:
                worldViewer2d.Target += new Vector2(0, 1);
                return(true);

            case SceneControls.Down:
                worldViewer2d.Target -= new Vector2(0, 1);
                return(true);

            case SceneControls.Left:
                worldViewer2d.Target -= new Vector2(1, 0);
                return(true);

            case SceneControls.Right:
                worldViewer2d.Target += new Vector2(1, 0);
                return(true);

            case SceneControls.Nine:
                worldViewer2d.FieldOfView -= 1;
                return(true);

            case SceneControls.Zero:
                worldViewer2d.FieldOfView += 1;
                return(true);

            default:
                return(base.OnActionPressed(action));
            }
        }
        public override void OnActionReleased(SceneControls action)
        {
            foreach (var node in nodes)
            {
                switch (action)
                {
                case SceneControls.Left:
                    node.Velocity.X += 1;
                    break;

                case SceneControls.Right:
                    node.Velocity.X -= 1;
                    break;

                case SceneControls.Up:
                    node.Velocity.Y -= 1;
                    break;

                case SceneControls.Down:
                    node.Velocity.Y += 1;
                    break;
                }
            }
        }