public override void Activate(InputState input) { base.Activate(input); AddMenuEntry("Done", Advance); SetHandCursor(Main.sprites["handCursor"]); SetSelectionSprite(Main.animatedSprites["load"]); }
/// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. TouchPanel.EnabledGestures = GestureType.None; traceEnabled = false; input = new InputState(); }
public override void Activate(InputState input) { base.Activate(input); AddMenuEntry("Quadrant", QuadrantEntrySelected); AddMenuEntry("Back", BackEntrySelected); SetBackground(new DrawableAsset<Texture2D>(Main.windowSize * 0.5f, new Vector2(0, -1), Main.windowSize, Main.sprites["menuBack"])); SetHandCursor(Main.sprites["handCursor"]); SetSelectionSprite(Main.animatedSprites["load"]); }
public override void Deactivate(InputState input) { base.Deactivate(input); if (input.Kinect.IsEnabled()) { input.Kinect.DisableGestureTest(GestureTests.RightArmDown); input.Kinect.DisableGestureTest(GestureTests.LeftArmDown); } }
public override void HandleInput(GameTime gameTime, InputState input) { //RecognitionResult r = input.Kinect.GetNewestCommand(); //if ((r != null && r.likelihood > 0.55 && r.word == "play") || //this.ExitScreen(); PlayerIndex playerIndex; if (input.IsNewKeyPress(Microsoft.Xna.Framework.Input.Keys.Space,ControllingPlayer,out playerIndex)) this.ExitScreen(); base.HandleInput(gameTime, input); }
public override void Activate(InputState input) { base.Activate(input); AddMenuEntry("Classic", ClassicEntrySelected); AddMenuEntry("Educational", EducationalEntrySelected); AddMenuEntry("Options", LaunchOptionsScreen); AddMenuEntry("Quit", OnExit); SetBackground(new DrawableAsset<Texture2D>(Main.windowSize * 0.5f, new Vector2(0, -1), Main.windowSize, Main.sprites["menuBack"])); SetHandCursor(Main.sprites["handCursor"]); SetSelectionSprite(Main.animatedSprites["load"]); }
public override void Activate(InputState input) { base.Activate(input); AddMenuEntry("Replay", ReplayGame); AddMenuEntry("To Main Menu", ToMainMenu); AddMenuEntry("Quit Game", CheckQuitGame); SetHandCursor(Main.sprites["handCursor"]); SetSelectionSprite(Main.animatedSprites["load"]); Vector2 finalScorePos = new Vector2(Main.windowSize.X / 2, Entries[Entries.Count - 1].boundry.Bottom + TextSettings.CurrentFont.MeasureString("Final Score: " + previousScore.ToString()).Y / 2 * 2.0f); finalScoreText = new Text("Final Score: " + previousScore.ToString(), finalScorePos, 1.0f, Color.Goldenrod); }
public override void Activate(InputState input) { base.Activate(input); if (nextScreen != null) AddMenuEntry("Next Level", ToNextLevel); AddMenuEntry("Replay", ReplayGame); AddMenuEntry("To Main Menu", ToMainMenu); AddMenuEntry("Quit Game", CheckQuitGame); SetHandCursor(Main.sprites["handCursor"]); SetSelectionSprite(Main.animatedSprites["load"]); }
public override void Activate(InputState input) { base.Activate(input); AddMenuEntry("Very Easy", MegaWeenieSelected, false); AddMenuEntry("Easy", PansySelected, false); AddMenuEntry("Normal", NormalSelected, false); AddMenuEntry("Hard", HairySelected, false); AddMenuEntry("Hardest ", SuperBadassSelected, false); AddMenuEntry("Back ", ToMainMenu, false); SetBackground(new DrawableAsset<Texture2D>(Main.windowSize * 0.5f, new Vector2(0, -1), Main.windowSize, Main.sprites["menuBack"])); SetHandCursor(Main.sprites["handCursor"]); SetSelectionSprite(Main.animatedSprites["load"]); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(InputState input) { if (input.Kinect.IsEnabled()) { //input.Kinect.SetNewSpeechVocabulary(new Microsoft.Speech.Recognition.Choices( "pause")); input.Kinect.EnableGestureTest(GestureTests.TurnLeft,OnLeft); input.Kinect.EnableGestureTest (GestureTests.TurnRight,OnRight); input.Kinect.EnableGestureTest( GestureTests.TurnUp,OnUp); input.Kinect.EnableGestureTest( GestureTests.TurnDown,OnDown); input.Kinect.EnableGestureTest( GestureTests.Pause,OnPause); } base.Activate(input); }
/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { PlayerIndex playerIndex; if (input.IsNewButtonPress(Buttons.A, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Enter, ControllingPlayer, out playerIndex)) { gestureOptions[0].callback.Invoke(playerIndex); } if (input.IsNewButtonPress(Buttons.B, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Escape, ControllingPlayer, out playerIndex)) { gestureOptions[1].callback.Invoke(playerIndex); } }
public override void Activate(InputState input) { if (input.Kinect.IsEnabled()) { //input.Kinect.SetNewSpeechVocabulary(new Microsoft.Speech.Recognition.Choices("play")); input.Kinect.EnableGestureTest( GestureTests.Resume,Resume); } base.Activate(input); AddMenuEntry("Resume Game", ResumeGame); AddMenuEntry("Restart Game", RestartGame); AddMenuEntry("To Main Menu", CheckMainMenu); SetHandCursor(Main.sprites["handCursor"]); SetSelectionSprite(Main.animatedSprites["load"]); }
public override void Activate(InputState input) { AddGestureOption(" - Hold Up Right Arm to Select Right", GestureTests.RightArmUp, OnRight, Main.sprites["confirmGesture"]); AddGestureOption(" - Hold Up Left Arm to Left Right", GestureTests.LeftArmUp, OnLeft, Main.sprites["cancelGesture"]); help = new Text("", gestureOptions[gestureOptions.Count - 1].Position + new Vector2(0, padding * 3), (Main.windowSize.X / 1920.0f) * 2.0f, Color.Goldenrod); armIndicator = new Text("", Main.windowSize * 0.5f, (Main.windowSize.X / 1920.0f) * 3.0f, Color.Lime); Vector2 selectionSize = new Vector2(Main.windowSize.X / 4.0f, Main.windowSize.X / 4.0f); selectionLoader = new DrawableAsset<Animation2D>(Main.windowSize * 0.5f, new Vector2(0, -1), selectionSize, Main.content.Load<Animation2D>("Content\\Images\\load")); if (input.Kinect.IsEnabled()) { input.Kinect.EnableGestureTest(GestureTests.RightArmDown, OnRightDown); input.Kinect.EnableGestureTest(GestureTests.LeftArmDown, OnLeftDown); } base.Activate(input); }
/// <summary> /// Loads graphics content for this screen. This uses the shared ContentManager /// provided by the Game class, so the content will remain loaded forever. /// Whenever a subsequent MessageBoxScreen tries to load this same content, /// it will just get back another reference to the already loaded data. /// </summary> public override void Activate(InputState input) { base.Activate(input); foreach (GestureOptionEntry option in gestureOptions) option.Activate(input); ContentManager content = Main.content; gradientTexture = content.Load<Texture2D>("Content\\Images\\gradient"); }
public override void HandleInput(GameTime gameTime, InputState input) { if (input.Kinect.IsColorCaptureEnabled()) rgbVideoCopy = input.Kinect.GetLastColorFrame(); base.HandleInput(gameTime, input); }
public override void Deactivate(InputState input) { if (input.Kinect.IsEnabled()) { foreach (GestureOptionEntry option in gestureOptions) option.Deactivate(input); } }
/// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(GameTime gameTime, InputState input) { }
public override void Activate(InputState input) { base.Activate(input); AddMenuEntry("Quadrant Numbers I", ExcerciseOneSelected, quadrantProfile[QuadrantExcercises.NumbersOne].IsUnlocked); AddMenuEntry("Quadrant Numbers II", ExcerciseTwoSelected, quadrantProfile[QuadrantExcercises.NumbersTwo].IsUnlocked); AddMenuEntry("Quadrant Numbers III", ExcerciseThreeSelected, quadrantProfile[QuadrantExcercises.NumbersThree].IsUnlocked); AddMenuEntry("Positive/Negative I ", ExcerciseFourSelected, quadrantProfile[QuadrantExcercises.PolarityOne].IsUnlocked); AddMenuEntry("Positive/Negative II ", ExcerciseFiveSelected, quadrantProfile[QuadrantExcercises.PolarityTwo].IsUnlocked); AddMenuEntry("Positive/Negative III ", ExcerciseSixSelected, quadrantProfile[QuadrantExcercises.PolarityThree].IsUnlocked); SetBackground(new DrawableAsset<Texture2D>(Main.windowSize * 0.5f, new Vector2(0, -1), Main.windowSize, Main.sprites["menuBack"])); SetHandCursor(Main.sprites["handCursor"]); SetSelectionSprite(Main.animatedSprites["load"]); }
public override void Activate(InputState input) { AddGestureOption(" - Raise Arms to Confirm", GestureTests.TouchdownTest, OnAccept, Main.sprites["confirmGesture"]); AddGestureOption(" - Cross Arms to Cancel", GestureTests.ArmCrossTest, OnCancel, Main.sprites["cancelGesture"]); base.Activate(input); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(InputState input) { grid = new DrawableGrid(3); landscape = new Landscape(); effectSprites = new List<EffectSprite>(); //for (int i = 0; i < Main.backgroundLoops.Count; i++) //Main.backgroundLoops[i].Play(); scoreText = new IconText("", Main.sprites["points"], new Vector2(Main.windowSize.X / 10.0f, Main.windowSize.X / 10.0f), new Vector2(Main.windowSize.X / 6.0f, Main.windowSize.X / 12.0f), 0.5f, Color.Goldenrod, TextAlignment.Right); snake = new Snake(grid, Main.windowSize * 0.5f, this.snakeSpeed, this.startSnakeLength); landscape.AddComponent(snake); List<Type> snakeConditions = new List<Type>(); snakeConditions.Add(typeof(Mouse)); snakeConditions.Add(typeof(Rabbit)); snake.ScheduleCollisionHandling(snakeConditions); animals = new List<IDrawableGridAsset>(); for (int i = 0; i < 5; i++) this.PlaceAnimal(); ScreenManager.Game.ResetElapsedTime(); base.Activate(input); }
public override void Deactivate(InputState input) { base.Deactivate(input); }
public void Deactivate(InputState input) { input.Kinect.DisableGestureTest(test); }
/// <summary> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { if (input == null) throw new ArgumentNullException("input"); PlayerIndex playerIndex; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! //bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected[playerIndex]; if (input.IsNewButtonPress(Buttons.Start, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Space, ControllingPlayer, out playerIndex)) { OnPause(playerIndex); } else { if (input.IsNewKeyPress(Keys.OemPlus, ControllingPlayer, out playerIndex)) grid.Enlarge(); else if (input.IsNewKeyPress(Keys.OemMinus, ControllingPlayer, out playerIndex)) grid.Shrink(); if (input.IsNewKeyPress(Keys.G, ControllingPlayer, out playerIndex)) grid.render = !grid.render; if (input.IsNewButtonPress(Buttons.DPadUp, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Up, ControllingPlayer, out playerIndex)) OnUp(playerIndex); else if (input.IsNewButtonPress(Buttons.DPadDown, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Down, ControllingPlayer, out playerIndex)) OnDown(playerIndex); else if (input.IsNewButtonPress(Buttons.DPadLeft, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Left, ControllingPlayer, out playerIndex)) OnLeft(playerIndex); else if (input.IsNewButtonPress(Buttons.DPadRight, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Right, ControllingPlayer, out playerIndex)) OnRight(playerIndex); } }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(GameTime gameTime, InputState input) { // For input tests we pass in our ControllingPlayer, which may // either be null (to accept input from any player) or a specific index. // If we pass a null controlling player, the InputState helper returns to // us which player actually provided the input. We pass that through to // OnSelectEntry and OnCancel, so they can tell which player triggered them. PlayerIndex playerIndex; usingKinect = input.Kinect.IsEnabled() && input.Kinect.IsTrackingPlayer(); if (usingKinect) { Vector2 handPos; Vector2 screenDimensions = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); Vector3 rawHandPos, referencePos; Vector3 hipPos = input.Kinect.GetJointPosition(JointType.HipCenter); float trackedWidth = input.Kinect.GetJointPosition(JointType.ShoulderRight).X - input.Kinect.GetJointPosition(JointType.ShoulderLeft).X; if (Input.InputState.DominantSide == DominantSide.Right) { rawHandPos = input.Kinect.GetJointPosition(JointType.HandRight); referencePos = hipPos + new Vector3(trackedWidth / 2.0f, -trackedWidth / 2.0f, 0); } else { rawHandPos = input.Kinect.GetJointPosition(JointType.HandLeft); referencePos = hipPos - new Vector3(trackedWidth / 2.0f, trackedWidth / 2.0f,0); } Vector3 diff = rawHandPos - referencePos; handPos = screenDimensions * 0.5f + new Vector2(diff.X, diff.Y) * screenDimensions.X/2; selectionLoader.Position = handCursor.Position = handPos; int nowOver = HoverItemAt(handPos); if (nowOver == -1 || nowOver != entryOver) { selectionLoader.ColorMap.Play(); } entryOver = nowOver; } if (input.IsNewButtonPress(Buttons.DPadUp, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Up, ControllingPlayer, out playerIndex)) HoverLastItem(); if (input.IsNewButtonPress(Buttons.DPadDown, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Down, ControllingPlayer, out playerIndex)) HoverNextItem(); if (input.IsNewButtonPress(Buttons.A, ControllingPlayer, out playerIndex) || input.IsNewKeyPress(Keys.Enter, ControllingPlayer, out playerIndex)) SelectAtHover(playerIndex); base.HandleInput(gameTime, input); }
public override void Activate(InputState input) { Vector2 screenDimensions = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); float scale = (screenDimensions.X / 1920.0f) * 2.0f; padding = (screenDimensions.Y / 1200.0f) * padding; title = new Text(menuTitle, new Vector2(screenDimensions.X * 0.5f, screenDimensions.Y * 0.15f), scale, titleColor); base.Activate(input); }
public override void Deactivate(InputState input) { if (input.Kinect.IsEnabled()) input.Kinect.DisableGestureTest(GestureTests.Resume); base.Deactivate(input); }
/// <summary> /// Load graphics content for the game. /// </summary> /// public override void Activate(InputState input) { grid = new DrawableGrid(3); landscape = new Landscape(); effectSprites = new List<EffectSprite>(); //for (int i = 0; i < Main.backgroundLoops.Count; i++) //Main.backgroundLoops[i].Play(); scoreText = new IconText("", Main.sprites["points"], new Vector2(Main.windowSize.X / 15.0f, Main.windowSize.X / 15.0f), new Vector2(Main.windowSize.X / 6.0f, 100.0f), 0.5f, Color.Goldenrod, TextAlignment.Right); quadrantTarget = Main.numGenerator.Next() % 4 + 1; if (currentExcercise == QuadrantExcercises.PolarityOne || currentExcercise == QuadrantExcercises.PolarityTwo) quadrantCommand = new IconText(Utilities.QuadrantToPolarity(quadrantTarget), Main.sprites["quadrant"], new Vector2(Main.windowSize.X / 10.0f, Main.windowSize.X / 10.0f), new Vector2(Main.windowSize.X / 3.0f, 100), 1.0f, Color.Azure, TextAlignment.Right, TextEffect.Bubble); else quadrantCommand = new IconText(quadrantTarget.ToString(), Main.sprites["quadrant"], new Vector2(Main.windowSize.X / 10.0f, Main.windowSize.X / 10.0f), new Vector2(Main.windowSize.X / 3.0f, 100), 1.0f, Color.Azure, TextAlignment.Right, TextEffect.Bubble); resultText = new Text("", new Vector2(Main.windowSize.X / 2.0f, Main.windowSize.X / 10.0f), Main.windowSize.X / 1920.0f, Color.Red, TextEffect.Fade); this.lives = 5; lifeSprites = new List<DrawableAsset<Texture2D>>(); Vector2 lifeSpriteSize = new Vector2(Main.windowSize.X / 15.0f, Main.windowSize.X / 15.0f); for (int i = 0; i < lives; i++) lifeSprites.Add(new DrawableAsset<Texture2D>(new Vector2(Main.windowSize.X - (i + 1) * lifeSpriteSize.X, lifeSpriteSize.Y), new Vector2(0, -1), lifeSpriteSize, Main.sprites["snakeBody"])); landscape.AddStain(new CoordinateSystem(coordinateType)); snake = new Snake(grid, Main.windowSize * 0.5f, this.snakeSpeed, this.startSnakeLength); landscape.AddComponent(snake); animals = new List<IDrawableGridAsset>(); for (int i = 0; i < 4; i++) this.PlaceAnimal(i + 1); List<Type> snakeConditions = new List<Type>(); snakeConditions.Add(typeof(Mouse)); snakeConditions.Add(typeof(Rabbit)); snake.ScheduleCollisionHandling(snakeConditions); //ScreenManager.Game.ResetElapsedTime(); base.Activate(input); }
public void Activate(InputState input) { input.Kinect.EnableGestureTest(test, callback); }
public override void Deactivate(InputState input) { if (input.Kinect.IsEnabled()) { input.Kinect.DisableGestureTest(GestureTests.TurnLeft); input.Kinect.DisableGestureTest(GestureTests.TurnRight); input.Kinect.DisableGestureTest(GestureTests.TurnUp); input.Kinect.DisableGestureTest(GestureTests.TurnDown); input.Kinect.DisableGestureTest(GestureTests.Pause); } base.Deactivate(input); }
/// <summary> /// Deactivates the screen. Called when the game is being deactivated due to pausing or tombstoning. /// </summary> public virtual void Deactivate(InputState input) { }