/// <summary> /// Fired when a key is up on the main window /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void CoreWindow_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Control) { m_isControlKeyDown = false; } }
private void CoreWindow_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case VirtualKey.Up: UpPressed = false; break; case VirtualKey.Down: DownPressed = false; break; case VirtualKey.Left: LeftPressed = false; break; case VirtualKey.Right: RightPressed = false; break; case VirtualKey.Z: ZPressed = false; break; } }
// For 2nd player control private void Dark_KeyPressed(Sprite me, Windows.UI.Core.KeyEventArgs what) { me.PointTowards(Player.Position); Player.PointTowards(me.Position); var leftmax = me.GetVariable <double>("leftmax"); var rightmax = me.GetVariable <double>("rightmax"); if (what.VirtualKey == Windows.System.VirtualKey.Z) { me.ChangeXby(-80); if (me.Position.X < leftmax) { me.SetX(leftmax); } } if (what.VirtualKey == Windows.System.VirtualKey.C) { me.ChangeXby(80); if (me.Position.X > rightmax) { me.SetX(rightmax); } } if (what.VirtualKey == Windows.System.VirtualKey.X) { Broadcast("fire"); } }
private void HandleKeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey == Windows.System.VirtualKey.Right) { driver.TurnRight(); } else if (args.VirtualKey == Windows.System.VirtualKey.Left) { driver.TurnLeft(); } else if (args.VirtualKey == Windows.System.VirtualKey.Up) { driver.MoveForward(); } else if (args.VirtualKey == Windows.System.VirtualKey.Down) { driver.MoveBackward(); } if (args.VirtualKey == Windows.System.VirtualKey.Escape) { driver.Stop(); } if (args.VirtualKey == Windows.System.VirtualKey.A) { driver.RotateRight(); } if (args.VirtualKey == Windows.System.VirtualKey.Z) { driver.RotateLeft(); } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (e.VirtualKey == Windows.System.VirtualKey.Escape) { if (PauseMenu.Visibility == Visibility.Collapsed) { PauseMenu.Visibility = Visibility.Visible; } else { PauseMenu.Visibility = Visibility.Collapsed; } } if (e.VirtualKey == Windows.System.VirtualKey.Tab) { if (TabMenu.Visibility == Visibility.Collapsed) { TabMenu.Visibility = Visibility.Visible; } else { TabMenu.Visibility = Visibility.Collapsed; } } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (IsAnotherPage) { return; } switch (args.VirtualKey) //Detecta qual direção o personagem irá ir { case Windows.System.VirtualKey.Up: Up = true; YSpeed = -Player.Speed; break; case Windows.System.VirtualKey.Down: Down = true; YSpeed = Player.Speed; break; case Windows.System.VirtualKey.Left: Left = true; XSpeed = -Player.Speed; break; case Windows.System.VirtualKey.Right: Right = true; XSpeed = Player.Speed; break; } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey == Windows.System.VirtualKey.Delete && al.SelectedAnnotation != null) { al.Annotations.Remove(al.SelectedAnnotation); } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (MasterViewModel.Settings.GazePlusClickMode) { gazePointer.Click(); } }
public static void SendKeyPressed(Windows.UI.Core.KeyEventArgs keys) { foreach (var sprite in All) { sprite.KeyPressed?.Invoke(sprite, keys); } }
void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { var heroCellObject = Game.Instance.PlayableCharacter; KeyboardInputHandler.HandleInput(e.VirtualKey, heroCellObject); }
private async void TrackGameMulti_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { Window.Current.CoreWindow.KeyUp -= TrackGameMulti_KeyUp; foreach (Player player in parameter.players) { if (e.VirtualKey == player.key.Key && playerError.Contains(player) == false) { textTry.IsEnabled = true; textTry.Focus(FocusState.Keyboard); playerGuesser.Visibility = Visibility.Visible; playerGuess = player; textGuesser.Text = player.name + " to guess"; if (playerError.Count > 0) { string allPlayerError = ""; foreach (Player playerError in playerError) { allPlayerError += playerError.name + " "; } textErrorPlayer.Visibility = Visibility.Visible; textErrorPlayer.Text = allPlayerError + "can't play yet"; } await Task.Delay(2000); playerGuesser.Visibility = Visibility.Collapsed; break; } } if (playerGuess == null) { Window.Current.CoreWindow.KeyUp += TrackGameMulti_KeyUp; } }
/// <summary> /// register for key up events /// </summary> /// <param name="sender">event sender</param> /// <param name="args">event parameters</param> private void CoreWindow_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case Windows.System.VirtualKey.N: this.SwitchCameraView(Direction.Back); break; case Windows.System.VirtualKey.M: this.SwitchCameraView(Direction.Forward); break; case Windows.System.VirtualKey.Right: this.SwitchTechView(Direction.Forward); break; case Windows.System.VirtualKey.Left: this.SwitchTechView(Direction.Back); break; case Windows.System.VirtualKey.Enter: this.SwitchToTechFullscreen(); break; case Windows.System.VirtualKey.Space: this.SwitchToCameraFullscreen(); break; default: break; } }
//Sends user back to title screen when ESC is pressed. private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey == Windows.System.VirtualKey.Escape) { this.Frame.Navigate(typeof(MainPage), String.Format("{0},{1},{2},{3}", 255, (int)redSlider.Value, (int)greenSlider.Value, (int)blueSlider.Value)); } }
public void PlayerMove(Windows.UI.Core.KeyEventArgs e) { switch (e.VirtualKey) { case Windows.System.VirtualKey.Right: if (IsUnitCanMove(GetPlayerX(), GetPlayerY(), 0, 1)) { PlayerMoveOne(0, 1); } break; case Windows.System.VirtualKey.Left: if (IsUnitCanMove(GetPlayerX(), GetPlayerY(), 0, -1)) { PlayerMoveOne(0, -1); } break; case Windows.System.VirtualKey.Up: if (IsUnitCanMove(GetPlayerX(), GetPlayerY(), -1, 0)) { PlayerMoveOne(-1, 0); } break; case Windows.System.VirtualKey.Down: if (IsUnitCanMove(GetPlayerX(), GetPlayerY(), 1, 0)) { PlayerMoveOne(1, 0); } break; } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (counterPress == 21) // after that we unblock agai { counterPress = 0; } if (args.VirtualKey == VirtualKey.Left) // if its left it moves left { player.Move("Left"); } if (args.VirtualKey == VirtualKey.Right) // if its right we move right { player.Move("Right"); } if (args.VirtualKey == VirtualKey.Space) // if he presses space it creates a new bullet for the player { ////cooldown if (counterPress >= 9 && counterPress <= 20) // if he got to the 10 - we check it before the keys to block key pressing { counterPress++; // we keep uploading and block him 10 times from checking the other keys so he blocks the keys from pressing return; } else // if he is not on cooldown { //first place the bullet on the canvas places in the middle of the ship bullet = new Bullet(player.getPlayerLocation()[0] + (player.GetWidth() / 2), player.getPlayerLocation()[1], canvas, data_of_player.player_Bullet, data_of_player.player_SpaceShip_Level); bullet_Control.Add(bullet); // add to the control list the current bullet counterPress++; // each press we count how much time it was pressed } } }
private void CoreWindowKeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { Window.Current.CoreWindow.GetKeyState(args.VirtualKey); _msrService.ReadKey(args.VirtualKey, args.KeyStatus); }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (_isRunning == false) { return; } if ((args.VirtualKey == Windows.System.VirtualKey.Up) || (args.VirtualKey == VirtualKey.GamepadLeftThumbstickUp)) { movePiece.SetValue(Canvas.TopProperty, (double)movePiece.GetValue(Canvas.TopProperty) - 1); } else if (args.VirtualKey == Windows.System.VirtualKey.Down) { movePiece.SetValue(Canvas.TopProperty, (double)movePiece.GetValue(Canvas.TopProperty) + 1); } else if (args.VirtualKey == Windows.System.VirtualKey.Left) { movePiece.SetValue(Canvas.LeftProperty, (double)movePiece.GetValue(Canvas.LeftProperty) - 1); } else if (args.VirtualKey == Windows.System.VirtualKey.Right) { movePiece.SetValue(Canvas.LeftProperty, (double)movePiece.GetValue(Canvas.LeftProperty) + 1); } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (gameOver) { return; } if (rowClearingAnimation.IsAnimating()) { return; } if (args.VirtualKey == Windows.System.VirtualKey.Down) { bool forcedDrop = true; var dropResult = grid.DropPiece(forcedDrop); if (dropResult == Grid.DropPieceResult.None || dropResult == Grid.DropPieceResult.PieceLanded) { forcingDrop = true; SetCameraTargetXY(); SetCameraTargetRotation(); } else if (dropResult == Grid.DropPieceResult.GameOver) { gameOver = true; } else { Debug.Assert(dropResult == Grid.DropPieceResult.RowsCleared); rowClearingAnimation.Start(); } } }
private void CoreWindow_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { //Método para checar quando a tecla é levantada, e cancelar a animação que acontecia switch (args.VirtualKey) { case Windows.System.VirtualKey.Up: Person1.Source = Player.IdleUp; Up = false; YSpeed = 0; break; case Windows.System.VirtualKey.Down: Person1.Source = Player.IdleDown; Down = false; YSpeed = 0; break; case Windows.System.VirtualKey.Left: Person1.Source = Player.IdleLeft; Left = false; XSpeed = 0; break; case Windows.System.VirtualKey.Right: Person1.Source = Player.IdleRight; Right = false; XSpeed = 0; break; } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (state == Game_state.Over) { SetMenu(); } else { switch (args.VirtualKey) { case Windows.System.VirtualKey.Left: world.GravityX = -Options.ACCg; world.GravityY = 0; break; case Windows.System.VirtualKey.Right: world.GravityX = +Options.ACCg; world.GravityY = 0; break; case Windows.System.VirtualKey.Up: world.GravityX = 0; world.GravityY = -Options.ACCg; MoveInMenu(); break; case Windows.System.VirtualKey.Down: world.GravityX = 0; world.GravityY = +Options.ACCg; MoveInMenu(); break; case Windows.System.VirtualKey.Back: case Windows.System.VirtualKey.Escape: if (state == Game_state.Game) { SetGameOver(); } else if (state == Game_state.Menu) { Application.Current.Exit(); } break; case Windows.System.VirtualKey.Enter: if (selected == play) { Play_Click(null, null); } else if (selected == quit) { Quit_Click(null, null); } break; default: break; } } }
void CoreWindow_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey == VirtualKey.A) { App.StopNoise(); } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case VirtualKey.Left: JoyPads["LEFT"].IsDown = true; break; case VirtualKey.Right: JoyPads["RIGHT"].IsDown = true; break; case VirtualKey.Up: JoyPads["UP"].IsDown = true; break; case VirtualKey.Down: JoyPads["DOWN"].IsDown = true; break; case VirtualKey.Space: JoyPads["FIRE"].IsDown = true; break; } }
private async void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs e) { if (_files.Count == 0) { Debug.WriteLine("No more files to show!"); return; } switch (e.VirtualKey) { case Windows.System.VirtualKey.Number1: await MoveTo(_folderOne); break; case Windows.System.VirtualKey.Number2: await MoveTo(_folderTwo); break; case Windows.System.VirtualKey.Number3: await MoveTo(_folderThree); break; case Windows.System.VirtualKey.Number4: await MoveTo(_folderFour); break; default: return; } AdvanceFile(); }
//buttons down private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case VirtualKey.Left: //move left player.MoveLeft(); break; case VirtualKey.Right: //move right player.MoveRight(); break; case VirtualKey.Space: //space to shoot SpacePressed = false; Bullet bullet = new Bullet() { LocationX = player.LocationX + 30, LocationY = player.LocationY + 5, }; //add bullet to canvas MyCanvas.Children.Add(bullet); //set bullet location bullet.SetLocation(); //add to list bullets.Add(bullet); //play pew audio mediaElement.Play(); break; } }
//Navigates back to title screen when ESC is pressed. Also passes colorString for the Pacman color //back to title screen. private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args.VirtualKey == Windows.System.VirtualKey.Escape) { this.Frame.Navigate(typeof(MainPage), colorString); } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.KeyStatus.ScanCode) { case 14: this.Frame.Navigate(typeof(MainPage), null); break; } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case VirtualKey.Up: UpPressed = true; break; case VirtualKey.Down: DownPressed = true; break; case VirtualKey.Left: LeftPressed = true; break; case VirtualKey.Right: RightPressed = true; break; case VirtualKey.Z: // ProjectileActive = true; ZPressed = true; break; } }
/// <summary> /// Gamepad shortcuts for navigation. The X button refreshes the page, and Y goes to the search page. /// </summary> /// <param name="sender"></param> /// <param name="args"></param> private void CoreWindow_KeyUp(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (args != null) { try { switch (args.VirtualKey) { case Windows.System.VirtualKey.GamepadX: if ((_context != null) && (_context.RefreshCommand != null)) { _context.RefreshCommand.Execute(null); } args.Handled = true; break; case Windows.System.VirtualKey.GamepadY: if ((_context != null) && (_context.NavigateSearchPageCommand != null)) { _context.NavigateSearchPageCommand.Execute(null); } args.Handled = true; break; default: break; } } catch (Exception e) { Serilog.Log.Error("Exception thrown trying to use gamepad shortcut", e); } } }
private void CoreWindowKeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { if (VM.IsInSokoban) { VM.SokobanBL.PlayerMove(args); } }
private void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args) { switch (args.VirtualKey) { case Windows.System.VirtualKey.Left: Canvas.SetLeft(placement.ellList[0], Math.Max(0, placement.GetX(0) - 10)); placement.SetX(Math.Max(0, placement.GetX(0) - 10), 0); placement.SetY(placement.GetY(0), 0); break; case Windows.System.VirtualKey.Up: Canvas.SetTop(placement.ellList[0], Math.Max(0, placement.GetY(0) - 10)); placement.SetY(Math.Max(0, placement.GetY(0) - 10), 0); placement.SetX(placement.GetX(0), 0); break; case Windows.System.VirtualKey.Right: Canvas.SetLeft(placement.ellList[0], Math.Min(cnv.Width - placement.GetSize(0), placement.GetX(0) + 10)); placement.SetX((int)Math.Min(cnv.Width - placement.GetSize(0), placement.GetX(0) + 10), 0); placement.SetY(placement.GetY(0), 0); break; case Windows.System.VirtualKey.Down: Canvas.SetTop(placement.ellList[0], Math.Min(cnv.Height - placement.GetSize(0), placement.GetY(0) + 10)); placement.SetY((int)Math.Min(cnv.Height - placement.GetSize(0), placement.GetY(0) + 10), 0); placement.SetX(placement.GetX(0), 0); break; default: break; } }