示例#1
0
        /// <summary>
        /// Handles the movement of the viewport, what button does what
        /// </summary>
        /// <param name="state">The current state of the keyboard</param>
        private void handleViewPortMovement(KeyboardState state)
        {
            if (state.IsKeyDown(Keys.Up))
            {
                currentLoc.Y -= 1;
            }
            else if (state.IsKeyDown(Keys.Down))
            {
                currentLoc.Y += 1;
            }
            if (state.IsKeyDown(Keys.Left))
            {
                currentLoc.X -= 1;
            }
            else if (state.IsKeyDown(Keys.Right))
            {
                currentLoc.X += 1;
            }

            // Zoom in
            if (state.IsKeyDown(Keys.OemPlus))
            {
                viewPortSize.X -= 5;
                viewPortSize.Y -= 5;
            }
            // zoom out
            else if (state.IsKeyDown(Keys.OemMinus))
            {
                viewPortSize.X += 5;
                viewPortSize.Y += 5;
            }

            // Go the menu
            if (!keyLocker.KeyPressed && state.IsKeyDown(Keys.Escape) && !oldState.IsKeyDown(Keys.Escape))
            {
                gameStateManager.Change("menu");
                keyLocker.LockKey(Keys.Escape);
            }
            // Go the inventory
            else if (!keyLocker.KeyPressed && state.IsKeyDown(Keys.I) && !oldState.IsKeyDown(Keys.I))
            {
                gameStateManager.Change("inventory", player);
                keyLocker.LockKey(Keys.I);
            }

            // Play the stage if it is selectable
            else if (!keyLocker.KeyPressed && state.IsKeyDown(Keys.Enter) && !oldState.IsKeyDown(Keys.Enter))
            {
                if (selectedStage != 0)
                {
                    gameStateManager.Change("stage", selectedStage, player);
                    keyLocker.LockKey(Keys.Enter);
                }
            }

            keyLocker.CheckInputLock(state, Keys.Enter);
            keyLocker.CheckInputLock(state, Keys.Escape);
            keyLocker.CheckInputLock(state, Keys.I);
        }
示例#2
0
 public void HandleInput(KeyboardState state)
 {
     if (!keylock)
     {
         if (state.IsKeyDown(Keys.Down) && !oldState.IsKeyDown(Keys.Down))
         {
             if (index < buttons.Count() - 1)
             {
                 index++;
                 CurrentButton.Play();
                 CurrentButton.setSelected(false);
                 CurrentButton = buttons[index];
                 CurrentButton.setSelected(true);
             }
             else
             {
             }
         }
         if (state.IsKeyDown(Keys.Up) && !oldState.IsKeyDown(Keys.Up))
         {
             if (index > 0)
             {
                 index--;
                 CurrentButton.Play();
                 CurrentButton.setSelected(false);
                 CurrentButton = buttons[index];
                 CurrentButton.setSelected(true);
             }
         }
         if (state.IsKeyDown(Keys.Enter) && !oldState.IsKeyDown(Keys.Enter))
         {
             if (CurrentButton == buttons[0])
             {
                 gameStateManager.Change("worldmap", new Player());
             }
             else if (CurrentButton == buttons[1])
             {
                 gameStateManager.Change("worldmap");
             }
             else if (CurrentButton == buttons[2])
             {
                 //load game code here
             }
             else if (CurrentButton == buttons[3])
             {
                 //save game code here
             }
             else if (CurrentButton == buttons[4])
             {
                 App.Current.Exit();
             }
         }
     }
     oldState = state;
 }
示例#3
0
 public void HandleInput(KeyboardState state)
 {
     if (state.IsKeyDown(Keys.B))
     {
         if (boundingBox)
         {
             boundingBox = false;
         }
         else
         {
             boundingBox = true;
         }
     }
     if (state.IsKeyDown(Keys.Escape))
     {
         gameStateManager.Change("worldmap");
     }
     if (state.IsKeyDown(Keys.Space))
     {
         jumping = true;
     }
     if (state.IsKeyUp(Keys.Space))
     {
         jumping = false;
     }
     foreach (var map in _currentStage.GameObjects)
     {
         if (state.IsKeyUp(Keys.Left))
         {
             //map.Position = new Vector2(map.Position.X - 2f, map.Position.Y);
         }
         if (state.IsKeyUp(Keys.Right))
         {
             //map.Position = new Vector2(map.Position.X + 2f, map.Position.Y);
         }
     }
     player.HandleInput(state);
 }
示例#4
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();

            GameServices.AddService <GraphicsDevice>(GraphicsDevice);
            GameServices.AddService <ContentManager>(Content);

            gameStateManager = new GameStateManager();

            gameStateManager.Add("worldmap", new WorldMapGameState(gameStateManager));
            gameStateManager.Add("inventory", new InventoryGameState(gameStateManager));
            gameStateManager.Add("stage", new StageGameState(gameStateManager));
            gameStateManager.Add("menu", new MenuGameState(gameStateManager));
            gameStateManager.Add("pause", new PauseGameState(gameStateManager));

            gameStateManager.Change("menu");
        }