本文整理汇总了C#中InputHelper.IsKeyDown方法的典型用法代码示例。如果您正苦于以下问题:C# InputHelper.IsKeyDown方法的具体用法?C# InputHelper.IsKeyDown怎么用?C# InputHelper.IsKeyDown使用的例子?那么, 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类InputHelper
的用法示例。
在下文中一共展示了InputHelper.IsKeyDown方法的10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: HandleInput
public override void HandleInput(InputHelper inputHelper)
{
base.HandleInput(inputHelper);
if (obj == null)
{
Vector3 vectorToAdd = Vector3.Zero;
if (inputHelper.IsKeyDown(Keys.W))
vectorToAdd -= Vector3.UnitZ;
if (inputHelper.IsKeyDown(Keys.S))
vectorToAdd += Vector3.UnitZ;
if (inputHelper.IsKeyDown(Keys.D))
vectorToAdd += Vector3.UnitX;
if (inputHelper.IsKeyDown(Keys.A))
vectorToAdd -= Vector3.UnitX;
if (inputHelper.IsKeyDown(Keys.Q))
vectorToAdd -= Vector3.UnitY;
if (inputHelper.IsKeyDown(Keys.E))
vectorToAdd += Vector3.UnitY;
if (inputHelper.IsKeyDown(Keys.R))
position = Vector3.Zero;
if (inputHelper.IsKeyDown(Keys.D1))
walkSpeed /= 1.25f;
if (inputHelper.IsKeyDown(Keys.D2))
walkSpeed *= 1.25f;
inputHelper.AddMouseRotation(rotSpeed, ref rotation);
Matrix cameraRotation = Matrix.CreateRotationX(rotation.X) * Matrix.CreateRotationY(rotation.Y);
Vector3 rotatedVector = Vector3.Transform(vectorToAdd * walkSpeed, cameraRotation);
position += rotatedVector;
}
}
示例2: HandleInput
public override void HandleInput(InputHelper inputHelper)
{
if (inputHelper.IsKeyDown(Keys.Escape))
escDown = true;
else
escDown = false;
}
示例3: HandleInput
/// <summary>
/// HandleInput for the level
/// </summary>
/// <param name="inputHelper">The inputhelper to react to input</param>
public void HandleInput(InputHelper inputHelper)
{
if (inputHelper.IsKeyDown(Keys.Escape))
{
foreach (Sound sound in MusicPlayer.SoundEffect)
if (sound.Name == "paperrustle")
sound.PlaySound();
GameEnvironment.GameStateManager.SwitchTo("pauseScreenState");
}
level.HandleInput(inputHelper);
}
示例4: HandleInput
/// <summary>Handle user input.</summary>
public override void HandleInput(InputHelper inputHelper)
{
float walkingSpeed = 400;
if (walkingOnIce)
walkingSpeed *= 1.5f;
if (!isAlive)
return;
if (inputHelper.IsKeyDown(Keys.Left) || inputHelper.IsKeyDown(Keys.A) || inputHelper.IsControlerButtonDown(Buttons.DPadLeft) || inputHelper.GetLeftControlerStick() == Direction.Left)
velocity.X = -walkingSpeed;
else if (inputHelper.IsKeyDown(Keys.Right) || inputHelper.IsKeyDown(Keys.D) || inputHelper.IsControlerButtonDown(Buttons.DPadRight) || inputHelper.GetLeftControlerStick() == Direction.Right)
velocity.X = walkingSpeed;
else if (!walkingOnIce && isOnTheGround)
velocity.X = 0.0f;
if (velocity.X != 0.0f)
Mirror = velocity.X < 0;
if ((inputHelper.KeyPressed(Keys.Up) || inputHelper.KeyPressed(Keys.W) || inputHelper.ControlerButtonPressed(Buttons.DPadUp) || inputHelper.ControlerButtonPressed(Buttons.A)) && isOnTheGround)
Jump();
if (inputHelper.KeyPressed(Keys.Space) || inputHelper.ControlerButtonPressed(Buttons.X))
Shoot();
}
示例5: HandleInput
/// <summary>
/// HandleInput for the player
/// </summary>
/// <param name="inputHelper">The inputhelper to react to input</param>
public override void HandleInput(InputHelper inputHelper)
{
ShiftDown = false;
WDown = false;
ADown = false;
SDown = false;
DDown = false;
EDown = false;
if (inputHelper.IsKeyDown(Keys.LeftShift))
ShiftDown = true;
if (inputHelper.IsKeyDown(Keys.W))
WDown = true;
if (inputHelper.IsKeyDown(Keys.A))
ADown = true;
if (inputHelper.IsKeyDown(Keys.S))
SDown = true;
if (inputHelper.IsKeyDown(Keys.D))
DDown = true;
if (inputHelper.IsKeyDown(Keys.E))
EDown = true;
if (((WDown || ADown || SDown || DDown) && !ShiftDown) || (WDown || ADown || SDown || DDown) && ShiftDown && exhausted)
{
foreach (Sound sound in MusicPlayer.LoopedEffect)
if (sound.Name == "Footsteps1")
{
sound.PlaySound(0.5f);
}
}
else
{
foreach (Sound sound in MusicPlayer.LoopedEffect)
if (sound.Name == "Footsteps1")
sound.StopSound();
}
if ((WDown || ADown || SDown || DDown) && ShiftDown && !exhausted)
{
foreach (Sound sound in MusicPlayer.LoopedEffect)
if (sound.Name == "Footsteps2")
{
sound.PlaySound(0.5f);
}
}
else
{
foreach (Sound sound in MusicPlayer.LoopedEffect)
if (sound.Name == "Footsteps2")
sound.StopSound();
}
base.HandleInput(inputHelper);
}
示例6: HandleInput
public override void HandleInput(InputHelper inputHelper)
{
float walkingSpeed = 400;
if (walkingOnIce)
walkingSpeed *= 1.5f;
if (!isAlive)
return;
if (inputHelper.IsKeyDown(Keys.Left))
velocity.X = -walkingSpeed;
else if (inputHelper.IsKeyDown(Keys.Right))
velocity.X = walkingSpeed;
else if (!walkingOnIce && isOnTheGround)
velocity.X = 0.0f;
if (velocity.X != 0.0f)
Mirror = velocity.X < 0;
if ((inputHelper.KeyPressed(Keys.Up)) && isOnTheGround)
Jump();
}
示例7: HandleInput
public override void HandleInput(InputHelper inputHelper)
{
checkMaxRange();
if (vertical)
{
if (inputHelper.IsKeyDown(key1))
{
velocity.Y = -newVelocity;
}
else if (inputHelper.IsKeyDown(key2))
{
velocity.Y = newVelocity;
}
else
{
velocity.Y = 0;
}
}
else
{
if(inputHelper.IsKeyDown(key1))
{
velocity.X = -newVelocity;
}
else if (inputHelper.IsKeyDown(key2))
{
velocity.X = newVelocity;
}
else
{
velocity.X = 0;
}
}
}
示例8: HandleInput
public override void HandleInput(InputHelper inputHelper)
{
walkingSpeed = 400;
//Als hij over een ijsblokje heen loopt, gaat hij steeds sneller
if (walkingOnIce)
walkingSpeed *= 1.5f;
if (!isAlive)
return;
//Hij beweegt naar links
if (inputHelper.IsKeyDown(Keys.A))
{
velocity.X = -walkingSpeed;
walking = true;
}
//Hij beweegt naar rechts
else if (inputHelper.IsKeyDown(Keys.D))
{
velocity.X = walkingSpeed;
walking = true;
}
//Als hij niet op ijs staat, kan hij stilstaan
else if (!walkingOnIce && isOnTheGround)
{
walking = false;
velocity.X = 0.0f;
}
if (velocity.X != 0.0f)
Mirror = velocity.X < 0;
//Hij springt als hij op de grond staat en er op spatie wordt gedrukt
if ((inputHelper.KeyPressed(Keys.Space) || inputHelper.KeyPressed(Keys.W)) && isOnTheGround)
Jump();
Parallax();
}
示例9: HandleInput
public void HandleInput(GameTime gameTime, InputHelper inputHelper)
{
if (inputHelper.KeyPressed(Keys.Left, false))
{
if (canMove((int)blockPosition.X-1, (int)blockPosition.Y, false))
{
blockPosition.X--;
}
}
if (inputHelper.KeyPressed(Keys.Right, false))
{
if (canMove((int)blockPosition.X + 1, (int)blockPosition.Y, false))
{
blockPosition.X++;
}
}
if (inputHelper.KeyPressed(Keys.Up, false))
{
if (canRotate())
{
activeBlock.RotateCW();
putBlockInGrid();
}
}
if (inputHelper.KeyPressed(Keys.NumPad1, false))
{
nextBlock = new TallBlock(gridBlockTex);
}
if (inputHelper.KeyPressed(Keys.NumPad2, false))
{
nextBlock = new JBlock(gridBlockTex);
}
if (inputHelper.KeyPressed(Keys.NumPad3, false))
{
nextBlock = new LBlock(gridBlockTex);
}
if (inputHelper.KeyPressed(Keys.NumPad4, false))
{
nextBlock = new TBlock(gridBlockTex);
}
if (inputHelper.KeyPressed(Keys.NumPad5, false))
{
nextBlock = new SBlock(gridBlockTex);
}
if (inputHelper.KeyPressed(Keys.NumPad6, false))
{
nextBlock = new ZBlock(gridBlockTex);
}
if (inputHelper.KeyPressed(Keys.NumPad8, false))
{
nextBlock = new SquareBlock(gridBlockTex);
}
if (inputHelper.IsKeyDown(Keys.Down))
{
if (timeToMove >= 0.10d)
timeToMove = 0.10d;
}
else
{
if (blockCount < 10)
{
timeToMove = 0.25d;
}
else
{
timeToMove = 0.25d - (blockCount / 10) * 0.035;
}
}
}
示例10: HandleInput
public override void HandleInput(InputHelper inputHelper)
{
base.HandleInput(inputHelper);
if (Target == null)
return;
switch (Mode)
{
case MovementMode.XYZ:
#region XYZ
Vector3 vectorToAdd = Vector3.Zero;
if (inputHelper.IsKeyDown(Keys.W))
vectorToAdd -= Vector3.UnitZ;
if (inputHelper.IsKeyDown(Keys.S))
vectorToAdd += Vector3.UnitZ;
if (inputHelper.IsKeyDown(Keys.D))
vectorToAdd += Vector3.UnitX;
if (inputHelper.IsKeyDown(Keys.A))
vectorToAdd -= Vector3.UnitX;
if (inputHelper.IsKeyDown(Keys.Q))
vectorToAdd -= Vector3.UnitY;
if (inputHelper.IsKeyDown(Keys.E))
vectorToAdd += Vector3.UnitY;
if (inputHelper.IsKeyDown(Keys.R))
position = Vector3.Zero;
if (inputHelper.IsKeyDown(Keys.D1))
Speed /= 1.25f;
if (inputHelper.IsKeyDown(Keys.D2))
Speed *= 1.25f;
inputHelper.AddMouseRotation(RotationSpeed * updateTime, ref rotation);
Matrix cameraRotation = Matrix.CreateRotationX(rotation.X) * Matrix.CreateRotationY(rotation.Y);
Vector3 rotatedVector = Vector3.Transform(vectorToAdd * Speed * updateTime, cameraRotation);
position += rotatedVector;
#endregion XYZ
break;
case MovementMode.XZ:
break;
default:
break;
}
}