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C# Game.GetKey方法代码示例

本文整理汇总了C#中Game.GetKey方法的典型用法代码示例。如果您正苦于以下问题:C# Game.GetKey方法的具体用法?C# Game.GetKey怎么用?C# Game.GetKey使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Game的用法示例。


在下文中一共展示了Game.GetKey方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: OnKeyDown

 public override void OnKeyDown(Game game, KeyEventArgs args)
 {
     if (args.GetKeyCode() == game.GetKey(GlKeys.F12))
     {
         takeScreenshot = true;
         args.SetHandled(true);
     }
 }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:8,代码来源:Screenshot.ci.cs

示例2: OnKeyDown

 public override void OnKeyDown(Game game, KeyEventArgs args)
 {
     if (!(game.guistate == GuiState.Normal && game.GuiTyping == TypingState.None))
     {
         //Do nothing when in dialog or chat
         return;
     }
     int eKey = args.GetKeyCode();
     if (eKey == game.GetKey(GlKeys.R))
     {
         Packet_Item item = game.d_Inventory.RightHand[game.ActiveMaterial];
         if (item != null && item.ItemClass == Packet_ItemClassEnum.Block
             && game.blocktypes[item.BlockId].IsPistol
             && game.reloadstartMilliseconds == 0)
         {
             int sound = game.rnd.Next() % game.blocktypes[item.BlockId].Sounds.ReloadCount;
             game.AudioPlay(StringTools.StringAppend(game.platform, game.blocktypes[item.BlockId].Sounds.Reload[sound], ".ogg"));
             game.reloadstartMilliseconds = game.platform.TimeMillisecondsFromStart();
             game.reloadblock = item.BlockId;
             game.SendPacketClient(ClientPackets.Reload());
         }
     }
 }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:23,代码来源:ReloadAmmo.ci.cs

示例3: OnNewFrameFixed

    public override void OnNewFrameFixed(Game game, NewFrameEventArgs args)
    {
        float one = 1;
        float dt = args.GetDt();

        if (game.guistate == GuiState.MapLoading) { return; }

        bool angleup = false;
        bool angledown = false;
        float overheadcameraanglemovearea = one * 5 / 100;
        float overheadcameraspeed = 3;
        game.controls.wantsjump = game.guistate == GuiState.Normal && game.GuiTyping == TypingState.None && game.keyboardState[game.GetKey(GlKeys.Space)];
        game.controls.wantsjumphalf = false;
        game.controls.shiftkeydown = game.guistate == GuiState.Normal && game.GuiTyping == TypingState.None && game.keyboardState[game.GetKey(GlKeys.ShiftLeft)];
        game.controls.movedx = 0;
        game.controls.movedy = 0;
        game.controls.moveup = false;
        game.controls.movedown = false;
        if (game.guistate == GuiState.Normal)
        {
            if (game.GuiTyping == TypingState.None)
            {
                if (game.reachedwall_1blockhigh && (game.AutoJumpEnabled || (!game.platform.IsMousePointerLocked())))
                {
                    game.controls.wantsjump = true;
                }
                if (game.reachedHalfBlock)
                {
                    game.controls.wantsjumphalf = true;
                }
                if (game.overheadcamera)
                {
                    CameraMove m = new CameraMove();
                    if (game.keyboardState[game.GetKey(GlKeys.A)]) { game.overheadcameraK.TurnRight(dt * overheadcameraspeed); }
                    if (game.keyboardState[game.GetKey(GlKeys.D)]) { game.overheadcameraK.TurnLeft(dt * overheadcameraspeed); }
                    if (game.keyboardState[game.GetKey(GlKeys.W)]) { angleup = true; }
                    if (game.keyboardState[game.GetKey(GlKeys.S)]) { angledown = true; }
                    game.overheadcameraK.Center.X = game.player.position.x;
                    game.overheadcameraK.Center.Y = game.player.position.y;
                    game.overheadcameraK.Center.Z = game.player.position.z;
                    m.Distance = game.overheadcameradistance;
                    m.AngleUp = angleup;
                    m.AngleDown = angledown;
                    game.overheadcameraK.Move(m, dt);
                    float toDest = game.Dist(game.player.position.x, game.player.position.y, game.player.position.z,
                    game.playerdestination.X + one / 2, game.playerdestination.Y - one / 2, game.playerdestination.Z + one / 2);
                    if (toDest >= 1)
                    {
                        game.controls.movedy += 1;
                        if (game.reachedwall)
                        {
                            game.controls.wantsjump = true;
                        }
                        //player orientation
                        float qX = game.playerdestination.X - game.player.position.x;
                        float qY = game.playerdestination.Y - game.player.position.y;
                        float qZ = game.playerdestination.Z - game.player.position.z;
                        float angle = game.VectorAngleGet(qX, qY, qZ);
                        game.player.position.roty = Game.GetPi() / 2 + angle;
                        game.player.position.rotx = Game.GetPi();
                    }
                }
                else if (game.enable_move)
                {
                    if (game.keyboardState[game.GetKey(GlKeys.W)]) { game.controls.movedy += 1; }
                    if (game.keyboardState[game.GetKey(GlKeys.S)]) { game.controls.movedy += -1; }
                    if (game.keyboardState[game.GetKey(GlKeys.A)]) { game.controls.movedx += -1; game.localplayeranimationhint.leanleft = true; game.localstance = 1; }
                    else { game.localplayeranimationhint.leanleft = false; }
                    if (game.keyboardState[game.GetKey(GlKeys.D)]) { game.controls.movedx += 1; game.localplayeranimationhint.leanright = true; game.localstance = 2; }
                    else { game.localplayeranimationhint.leanright = false; }
                    if (!game.localplayeranimationhint.leanleft && !game.localplayeranimationhint.leanright) { game.localstance = 0; }

                    game.controls.movedx += game.touchMoveDx;
                    game.controls.movedy += game.touchMoveDy;
                }
            }
            if (game.controls.freemove || game.SwimmingEyes())
            {
                if (game.GuiTyping == TypingState.None && game.keyboardState[game.GetKey(GlKeys.Space)])
                {
                    game.controls.moveup = true;
                }
                if (game.GuiTyping == TypingState.None && game.keyboardState[game.GetKey(GlKeys.ControlLeft)])
                {
                    game.controls.movedown = true;
                }
            }
        }
    }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:89,代码来源:CameraKeys.ci.cs

示例4: OnKeyDown

 public override void OnKeyDown(Game game, KeyEventArgs args)
 {
     for (int i = 0; i < game.dialogsCount; i++)
     {
         if (game.dialogs[i] == null) { continue; }
         game.dialogs[i].screen.OnKeyDown(game, args);
     }
     if (game.guistate == GuiState.Normal)
     {
         if (args.GetKeyCode() == game.GetKey(GlKeys.Escape))
         {
             for (int i = 0; i < game.dialogsCount; i++)
             {
                 if (game.dialogs[i] == null)
                 {
                     continue;
                 }
                 VisibleDialog d = game.dialogs[i];
                 if (d.value.IsModal != 0)
                 {
                     game.dialogs[i] = null;
                     return;
                 }
             }
             game.ShowEscapeMenu();
             args.SetHandled(true);
             return;
         }
     }
     if (game.guistate == GuiState.ModalDialog)
     {
         // Close modal dialogs when pressing ESC key
         if (args.GetKeyCode() == game.GetKey(GlKeys.Escape))
         {
             for (int i = 0; i < game.dialogsCount; i++)
             {
                 if (game.dialogs[i] == null) { continue; }
                 if (game.dialogs[i].value.IsModal != 0)
                 {
                     game.dialogs[i] = null;
                 }
             }
             game.SendPacketClient(ClientPackets.DialogClick("Esc", new string[0], 0));
             game.GuiStateBackToGame();
             args.SetHandled(true);
         }
         // Handle TAB key
         if (args.GetKeyCode() == game.GetKey(GlKeys.Tab))
         {
             game.SendPacketClient(ClientPackets.DialogClick("Tab", new string[0], 0));
             args.SetHandled(true);
         }
         return;
     }
 }
开发者ID:Matthewism,项目名称:manicdigger,代码行数:55,代码来源:Dialog.ci.cs

示例5: RailOnNewFrame

    internal void RailOnNewFrame(Game game, float dt)
    {
        if (localMinecart == null)
        {
            localMinecart = new Entity();
            localMinecart.minecart = new Minecart();
            game.EntityAddLocal(localMinecart);
        }
        localMinecart.minecart.enabled = railriding;
        if (railriding)
        {
            Minecart m = localMinecart.minecart;
            m.positionX = game.player.position.x;
            m.positionY = game.player.position.y;
            m.positionZ = game.player.position.z;
            m.direction = currentdirection;
            m.lastdirection = lastdirection;
            m.progress = currentrailblockprogress;
        }

        game.localplayeranimationhint.InVehicle = railriding;
        game.localplayeranimationhint.DrawFixX = 0;
        game.localplayeranimationhint.DrawFixY = railriding ? (-one * 7 / 10) : 0;
        game.localplayeranimationhint.DrawFixZ = 0;

        bool turnright = game.keyboardState[game.GetKey(GlKeys.D)];
        bool turnleft = game.keyboardState[game.GetKey(GlKeys.A)];
        RailSound(game);
        if (railriding)
        {
            game.controls.freemove = true;
            game.enable_move = false;
            Vector3Ref railPos = CurrentRailPos(game);
            game.player.position.x = railPos.X;
            game.player.position.y = railPos.Y;
            game.player.position.z = railPos.Z;
            currentrailblockprogress += currentvehiclespeed * dt;
            if (currentrailblockprogress >= 1)
            {
                lastdirection = currentdirection;
                currentrailblockprogress = 0;
                TileEnterData newenter = new TileEnterData();
                Vector3IntRef nexttile = NextTile(currentdirection, currentrailblockX, currentrailblockY, currentrailblockZ);
                newenter.BlockPositionX = nexttile.X;
                newenter.BlockPositionY = nexttile.Y;
                newenter.BlockPositionZ = nexttile.Z;
                //slope
                if (GetUpDownMove(game, currentrailblockX, currentrailblockY, currentrailblockZ,
                    DirectionUtils.ResultEnter(DirectionUtils.ResultExit(currentdirection))) == UpDown.Up)
                {
                    newenter.BlockPositionZ++;
                }
                if (GetUpDownMove(game, newenter.BlockPositionX,
                    newenter.BlockPositionY,
                    newenter.BlockPositionZ - 1,
                    DirectionUtils.ResultEnter(DirectionUtils.ResultExit(currentdirection))) == UpDown.Down)
                {
                    newenter.BlockPositionZ--;
                }

                newenter.EnterDirection = DirectionUtils.ResultEnter(DirectionUtils.ResultExit(currentdirection));
                BoolRef newdirFound = new BoolRef();
                VehicleDirection12 newdir = BestNewDirection(PossibleRails(game, newenter), turnleft, turnright, newdirFound);
                if (!newdirFound.value)
                {
                    //end of rail
                    currentdirection = DirectionUtils.Reverse(currentdirection);
                }
                else
                {
                    currentdirection = newdir;
                    currentrailblockX = game.platform.FloatToInt(newenter.BlockPositionX);
                    currentrailblockY = game.platform.FloatToInt(newenter.BlockPositionY);
                    currentrailblockZ = game.platform.FloatToInt(newenter.BlockPositionZ);
                }
            }
        }
        if (game.keyboardState[game.GetKey(GlKeys.W)] && game.GuiTyping != TypingState.Typing)
        {
            currentvehiclespeed += 1 * dt;
        }
        if (game.keyboardState[game.GetKey(GlKeys.S)] && game.GuiTyping != TypingState.Typing)
        {
            currentvehiclespeed -= 5 * dt;
        }
        if (currentvehiclespeed < 0)
        {
            currentvehiclespeed = 0;
        }
        //todo fix
        //if (viewport.keypressed != null && viewport.keypressed.Key == GlKeys.Q)
        if (!wasqpressed && game.keyboardState[game.GetKey(GlKeys.Q)] && game.GuiTyping != TypingState.Typing)
        {
            Reverse();
        }
        if (!wasepressed && game.keyboardState[game.GetKey(GlKeys.E)] && !railriding && !game.controls.freemove && game.GuiTyping != TypingState.Typing)
        {
            currentrailblockX = game.platform.FloatToInt(game.player.position.x);
            currentrailblockY = game.platform.FloatToInt(game.player.position.z);
            currentrailblockZ = game.platform.FloatToInt(game.player.position.y) - 1;
//.........这里部分代码省略.........
开发者ID:Matthewism,项目名称:manicdigger,代码行数:101,代码来源:Rail.ci.cs

示例6: OnKeyDown

 public override void OnKeyDown(Game game, KeyEventArgs args)
 {
     int eKey = args.GetKeyCode();
     if (eKey == (game.GetKey(GlKeys.E)) && game.GuiTyping == TypingState.None)
     {
         if (!(game.SelectedBlockPositionX == -1 && game.SelectedBlockPositionY == -1 && game.SelectedBlockPositionZ == -1))
         {
             int posx = game.SelectedBlockPositionX;
             int posy = game.SelectedBlockPositionZ;
             int posz = game.SelectedBlockPositionY;
             if (game.map.GetBlock(posx, posy, posz) == game.d_Data.BlockIdCraftingTable())
             {
                 //draw crafting recipes list.
                 IntRef tableCount = new IntRef();
                 Vector3IntRef[] table = d_CraftingTableTool.GetTable(posx, posy, posz, tableCount);
                 IntRef onTableCount = new IntRef();
                 int[] onTable = d_CraftingTableTool.GetOnTable(table, tableCount.value, onTableCount);
                 CraftingRecipesStart(game, d_CraftingRecipes, d_CraftingRecipesCount, onTable, onTableCount.value, posx, posy, posz);
                 args.SetHandled(true);
             }
         }
     }
 }
开发者ID:MagistrAVSH,项目名称:manicdigger,代码行数:23,代码来源:GuiCrafting.ci.cs

示例7: OnMouseWheelChanged

 public override void OnMouseWheelChanged(Game game_, MouseWheelEventArgs args)
 {
     float delta = args.GetDeltaPrecise();
     if ((game_.guistate == GuiState.Normal || (game_.guistate == GuiState.Inventory && !IsMouseOverCells()))
         && (!game_.keyboardState[game_.GetKey(GlKeys.LShift)]))
     {
         game_.ActiveMaterial -= game_.platform.FloatToInt(delta);
         game_.ActiveMaterial = game_.ActiveMaterial % 10;
         while (game_.ActiveMaterial < 0)
         {
             game_.ActiveMaterial += 10;
         }
     }
     if (IsMouseOverCells() && game.guistate == GuiState.Inventory)
     {
         if (delta > 0)
         {
             ScrollUp();
         }
         if (delta < 0)
         {
             ScrollDown();
         }
     }
 }
开发者ID:YoungGames,项目名称:manicdigger,代码行数:25,代码来源:GuiInventory.ci.cs


注:本文中的Game.GetKey方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。