示例#1
0
        public override void HandleInput(InputState input)
        {
            base.HandleInput(input);

            if (input.IsNewKeyPress(Keys.Up))
            {
                SelectUp();
            }
            if (input.IsNewKeyPress(Keys.Down))
            {
                SelectDown();
            }
            if (input.IsNewKeyPress(Keys.Left))
            {
                SelectLeft();
            }
            if (input.IsNewKeyPress(Keys.Right))
            {
                SelectRight();
            }

            if (input.IsNewKeyPress(Keys.X))
            {
                setJob();
            }
            if (input.IsNewKeyPress(Keys.Z))
            {
                exit();
            }
        }
示例#2
0
 public override void HandleInput(InputState input)
 {
     if (input.IsNewKeyPress(Keys.Left))
     {
         walk();
     }
     base.HandleInput(input);
 }
示例#3
0
        /// <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(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            // Look up inputs for the active player profile.
            int playerIndex = (int)ControllingPlayer.Value;

            KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
            GamePadState gamePadState = input.CurrentGamePadStates[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.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
            {
                //ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
            }
            else
            {
                // Otherwise move the player position.
                Vector2 movement = Vector2.Zero;

                if (keyboardState.IsKeyDown(Keys.Left))
                    movement.X--;

                if (keyboardState.IsKeyDown(Keys.Right))
                    movement.X++;

                if (keyboardState.IsKeyDown(Keys.Up))
                    movement.Y--;

                if (keyboardState.IsKeyDown(Keys.Down))
                    movement.Y++;

                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                movement.X += thumbstick.X;
                movement.Y -= thumbstick.Y;

                if (movement.Length() > 1)
                    movement.Normalize();

                playerPosition += movement * 2;
            }
        }
示例#4
0
        public override void HandleInput(InputState input)
        {
            base.HandleInput(input);

            if (input.IsNewKeyPress(Keys.X) ||
                input.IsNewKeyPress(Keys.Z) ||
                input.IsNewKeyPress(Keys.Left)
                )
            {
                ViewManager.Characters.ForEach(character => character.StatusVisible = false);
                ViewManager.Enemies.ForEach(enemy => enemy.Disappear());
                ControllerManager.Controller = new LeaveController(ControllerManager);
            }
        }
        public override void HandleInput(InputState input)
        {
            base.HandleInput(input);

            if (input.IsNewKeyPress(Keys.Up))
            {
                selectView.SelectPrevious();
            }
            if (input.IsNewKeyPress(Keys.Down))
            {
                selectView.SelectNext();
            }

            if (input.IsNewKeyPress(Keys.X))
            {
                selectTarget();
            }
        }
示例#6
0
 /// <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(InputState input)
 {
 }
示例#7
0
 public void HandleInput(InputState input)
 {
     controller.HandleInput(input);
 }
示例#8
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }

            // Accept or cancel the menu? 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;

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
示例#9
0
 public override void HandleInput(InputState input)
 {
     controllerManager.HandleInput(input);
     base.HandleInput(input);
 }