/// <summary> /// Responds to user input, accepting or cancelling the message box. /// </summary> public override void HandleInput(InputHelper input, GameTime gameTime) { if (input.IsMenuSelect() || input.IsMenuCancel() || input.IsNewMouseButtonPress(MouseButtons.LeftButton)) { ExitScreen(); } }
public override void HandleInput(InputHelper input, GameTime gameTime) { if (input.KeyboardState.GetPressedKeys().Length > 0 || input.GamePadState.IsButtonDown(Buttons.A | Buttons.Start | Buttons.Back) || input.MouseState.LeftButton == ButtonState.Pressed) { _duration = TimeSpan.Zero; } }
public override void HandleInput(InputHelper input, GameTime gameTime) { if (input.IsNewButtonPress(Buttons.B) || input.IsNewMouseButtonPress(MouseButtons.RightButton) || input.IsNewKeyPress(Keys.Space)) { _walker.Reverse(); } base.HandleInput(input, gameTime); }
/// <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; _contentManager = game.Content; _contentManager.RootDirectory = "Content"; _input = new InputHelper(this); _screens = new List<GameScreen>(); _screensToUpdate = new List<GameScreen>(); _transitions = new List<RenderTarget2D>(); }
public override void HandleInput(InputHelper input, GameTime gameTime) { if (input.IsNewMouseButtonPress(MouseButtons.RightButton) || input.IsNewButtonPress(Buttons.B)) { Vector2 cursorPos = Camera.ConvertScreenToWorld(input.Cursor); Vector2 min = cursorPos - new Vector2(10, 10); Vector2 max = cursorPos + new Vector2(10, 10); AABB aabb = new AABB(ref min, ref max); World.QueryAABB(fixture => { Vector2 fv = fixture.Body.Position - cursorPos; fv.Normalize(); fv *= 40; fixture.Body.ApplyLinearImpulse(ref fv); return true; }, ref aabb); } base.HandleInput(input, gameTime); }
/// <summary> /// Responds to user input, changing the selected entry and accepting /// or cancelling the menu. /// </summary> public override void HandleInput(InputHelper input, GameTime gameTime) { // Mouse or touch on a menu item int hoverIndex = GetMenuEntryAt(input.Cursor); if (hoverIndex > -1 && _menuEntries[hoverIndex].IsSelectable() && !_scrollLock) { _selectedEntry = hoverIndex; } else { _selectedEntry = -1; } _scrollSlider.Hover = false; if (input.IsCursorValid) { _scrollUp.Collide(input.Cursor); _scrollDown.Collide(input.Cursor); _scrollSlider.Collide(input.Cursor); } else { _scrollUp.Hover = false; _scrollDown.Hover = false; _scrollLock = false; } // Accept or cancel the menu? if (input.IsMenuSelect() && _selectedEntry != -1) { if (_menuEntries[_selectedEntry].IsExitItem()) { ScreenManager.Game.Exit(); } else if (_menuEntries[_selectedEntry].Screen != null) { ScreenManager.AddScreen(_menuEntries[_selectedEntry].Screen); if (_menuEntries[_selectedEntry].Screen is IDemoScreen) { ScreenManager.AddScreen( new MessageBoxScreen((_menuEntries[_selectedEntry].Screen as IDemoScreen).GetDetails())); } } } else if (input.IsMenuCancel()) { ScreenManager.Game.Exit(); } if (input.IsMenuPressed()) { if (_scrollUp.Hover) { _menuOffset = Math.Max(_menuOffset - 200f * (float)gameTime.ElapsedGameTime.TotalSeconds, 0f); _scrollLock = false; } if (_scrollDown.Hover) { _menuOffset = Math.Min(_menuOffset + 200f * (float)gameTime.ElapsedGameTime.TotalSeconds, _maxOffset); _scrollLock = false; } if (_scrollSlider.Hover) { _scrollLock = true; } } if (input.IsMenuReleased()) { _scrollLock = false; } if (_scrollLock) { _scrollSlider.Hover = true; _menuOffset = Math.Max(Math.Min(((input.Cursor.Y - _menuBorderTop) / (_menuBorderBottom - _menuBorderTop)) * _maxOffset, _maxOffset), 0f); } }
public override void HandleInput(InputHelper input, GameTime gameTime) { // Control debug view if (input.IsNewButtonPress(Buttons.Start)) { EnableOrDisableFlag(DebugViewFlags.Shape); EnableOrDisableFlag(DebugViewFlags.DebugPanel); EnableOrDisableFlag(DebugViewFlags.PerformanceGraph); EnableOrDisableFlag(DebugViewFlags.Joint); EnableOrDisableFlag(DebugViewFlags.ContactPoints); EnableOrDisableFlag(DebugViewFlags.ContactNormals); EnableOrDisableFlag(DebugViewFlags.Controllers); } if (input.IsNewKeyPress(Keys.F1)) { EnableOrDisableFlag(DebugViewFlags.Shape); } if (input.IsNewKeyPress(Keys.F2)) { EnableOrDisableFlag(DebugViewFlags.DebugPanel); EnableOrDisableFlag(DebugViewFlags.PerformanceGraph); } if (input.IsNewKeyPress(Keys.F3)) { EnableOrDisableFlag(DebugViewFlags.Joint); } if (input.IsNewKeyPress(Keys.F4)) { EnableOrDisableFlag(DebugViewFlags.ContactPoints); EnableOrDisableFlag(DebugViewFlags.ContactNormals); } if (input.IsNewKeyPress(Keys.F5)) { EnableOrDisableFlag(DebugViewFlags.PolygonPoints); } if (input.IsNewKeyPress(Keys.F6)) { EnableOrDisableFlag(DebugViewFlags.Controllers); } if (input.IsNewKeyPress(Keys.F7)) { EnableOrDisableFlag(DebugViewFlags.CenterOfMass); } if (input.IsNewKeyPress(Keys.F8)) { EnableOrDisableFlag(DebugViewFlags.AABB); } if (input.IsNewButtonPress(Buttons.Back) || input.IsNewKeyPress(Keys.Escape)) { ExitScreen(); } if (HasCursor) { HandleCursor(input); } if (_userAgent != null) { HandleUserAgent(input); } if (EnableCameraControl) { HandleCamera(input, gameTime); } base.HandleInput(input, gameTime); }
private void HandleUserAgent(InputHelper input) { Vector2 force = _agentForce * new Vector2(input.GamePadState.ThumbSticks.Right.X, -input.GamePadState.ThumbSticks.Right.Y); float torque = _agentTorque * (input.GamePadState.Triggers.Right - input.GamePadState.Triggers.Left); _userAgent.ApplyForce(force); _userAgent.ApplyTorque(torque); float forceAmount = _agentForce * 0.6f; force = Vector2.Zero; torque = 0; if (input.KeyboardState.IsKeyDown(Keys.A)) { force += new Vector2(-forceAmount, 0); } if (input.KeyboardState.IsKeyDown(Keys.S)) { force += new Vector2(0, forceAmount); } if (input.KeyboardState.IsKeyDown(Keys.D)) { force += new Vector2(forceAmount, 0); } if (input.KeyboardState.IsKeyDown(Keys.W)) { force += new Vector2(0, -forceAmount); } if (input.KeyboardState.IsKeyDown(Keys.Q)) { torque -= _agentTorque; } if (input.KeyboardState.IsKeyDown(Keys.E)) { torque += _agentTorque; } _userAgent.ApplyForce(force); _userAgent.ApplyTorque(torque); }
private void HandleCursor(InputHelper input) { Vector2 position = Camera.ConvertScreenToWorld(input.Cursor); if ((input.IsNewButtonPress(Buttons.A) || input.IsNewMouseButtonPress(MouseButtons.LeftButton)) && _fixedMouseJoint == null) { Fixture savedFixture = World.TestPoint(position); if (savedFixture != null) { Body body = savedFixture.Body; _fixedMouseJoint = new FixedMouseJoint(body, position); _fixedMouseJoint.MaxForce = 1000.0f * body.Mass; World.AddJoint(_fixedMouseJoint); body.Awake = true; } } if ((input.IsNewButtonRelease(Buttons.A) || input.IsNewMouseButtonRelease(MouseButtons.LeftButton)) && _fixedMouseJoint != null) { World.RemoveJoint(_fixedMouseJoint); _fixedMouseJoint = null; } if (_fixedMouseJoint != null) { _fixedMouseJoint.WorldAnchorB = position; } }
private void HandleCamera(InputHelper input, GameTime gameTime) { Vector2 camMove = Vector2.Zero; if (input.KeyboardState.IsKeyDown(Keys.Up)) { camMove.Y -= 10f * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (input.KeyboardState.IsKeyDown(Keys.Down)) { camMove.Y += 10f * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (input.KeyboardState.IsKeyDown(Keys.Left)) { camMove.X -= 10f * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (input.KeyboardState.IsKeyDown(Keys.Right)) { camMove.X += 10f * (float)gameTime.ElapsedGameTime.TotalSeconds; } if (input.KeyboardState.IsKeyDown(Keys.PageUp)) { Camera.Zoom += 5f * (float)gameTime.ElapsedGameTime.TotalSeconds * Camera.Zoom / 20f; } if (input.KeyboardState.IsKeyDown(Keys.PageDown)) { Camera.Zoom -= 5f * (float)gameTime.ElapsedGameTime.TotalSeconds * Camera.Zoom / 20f; } if (camMove != Vector2.Zero) { Camera.MoveCamera(camMove); } if (input.IsNewKeyPress(Keys.Home)) { Camera.ResetCamera(); } }
/// <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(InputHelper input, GameTime gameTime) { }
public override void HandleInput(InputHelper input, GameTime gameTime) { if (input.VirtualState.ThumbSticks.Left.X > 0.5f) { _acceleration = Math.Min(_acceleration + (float)(2.0 * gameTime.ElapsedGameTime.TotalSeconds), 1f); } else if (input.VirtualState.ThumbSticks.Left.X < -0.5f) { _acceleration = Math.Max(_acceleration - (float)(2.0 * gameTime.ElapsedGameTime.TotalSeconds), -1f); } else if (input.VirtualState.Buttons.A == ButtonState.Pressed) { _acceleration = 0f; } else { _acceleration -= Math.Sign(_acceleration) * (float)(2.0 * gameTime.ElapsedGameTime.TotalSeconds); } base.HandleInput(input, gameTime); }