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C# TouchCollection.Any方法代码示例

本文整理汇总了C#中TouchCollection.Any方法的典型用法代码示例。如果您正苦于以下问题:C# TouchCollection.Any方法的具体用法?C# TouchCollection.Any怎么用?C# TouchCollection.Any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TouchCollection的用法示例。


在下文中一共展示了TouchCollection.Any方法的2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: Update

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update (gameTime);

            if (adView.BannerLoaded)
            {
                adView.Hidden = false;
            } else
            {
                adView.Hidden = true;
            }

            if (!(State == GameState.Paused)) {
                // save previous state of keyboard and gamepad to determine key/button presses
                previousGamePadState = currentGamePadState;
                previousKeyboardState = currentKeyboardState;
                previousTouches = currentTouches;

                // read current state of keyboard and gamepad and store it
                currentGamePadState = GamePad.GetState (PlayerIndex.One);
                currentKeyboardState = Keyboard.GetState ();
                currentTouches = TouchPanel.GetState ();

                // update player
                var shouldSwim = currentTouches.Any () || currentKeyboardState.IsKeyDown (Keys.Space) || currentGamePadState.IsButtonDown (Buttons.A);
                if (shouldSwim && State == GameState.Menu) {
                    State = GameState.Playing;
                } else if (shouldSwim && State == GameState.Score) {
                    shouldSwim = false;
                }

                // update player
                if (deadFromHook) {
                    player.Update (true);
                    foreach (var hook in hooks) {
                        if (hook.Collides (player.Rectangle)) {
                            hook.Update (deadFromHook);
                        }
                    }
                } else if (deadFromEnergy) {
                    player.Update (true);
                } else if (deadFromFloor) {
                    player.Update (true);
                } else {
                    player.Update (gameTime, shouldSwim, graphics.GraphicsDevice.Viewport.Height - (int)(adView.Frame.Height *3), State == GameState.Menu);
                }

                if (State != GameState.Score) {

                }

                if (State == GameState.Playing) {
                    UpdateHooks (gameTime);
                    UpdateWorms (gameTime);
                    UpdateCorals (gameTime);
                    UpdateCollision ();

                    if (score == 0 && !hasPlayedSound) {
                        hasPlayedSound = true;
                        bubbleSound.Play ();
                    }
                    else if (score != 0 && score % 3 == 0 && playSound) {
                        playSound = false;
                        bubbleSound.Play ();
                    } else {
                        if (score % 3 != 0) {
                            playSound = true;
                        }
                        bubbleSound.Dispose ();
                    }

                } else if (State == GameState.Score) {
                    UpdateGameOver (gameTime);
                    if (gameOverAnimationDuration <= gameOverTimer && Toggled ()) {
                        Reset ();
                    }
                }
            }
        }
开发者ID:halterdev,项目名称:Hooked,代码行数:84,代码来源:Game1.cs

示例2: HandleInput

        public override void HandleInput(GameTime gameTime, InputState input)
        {
            //// get all of our input states
            keyboardState = Keyboard.GetState();
            //gamePadState = GamePad.GetState(PlayerIndex.One);
            touchState = TouchPanel.GetState();
            accelerometerState = Accelerometer.GetState();

            if (maze.player.IsAlive == false)
            {
                if (keyboardState.IsKeyDown(Keys.Space) || gamePadState.IsButtonDown(Buttons.A) || touchState.Any() == true)
                {
                    maze.StartRoom().StartNewLife(ScreenManager.GraphicsDevice);
                }
            }

            // Exit the game when back is pressed.
            ///// if (gamePadState.Buttons.Back == ButtonState.Pressed)
            ////// Exit();

            bool continuePressed = keyboardState.IsKeyDown(Keys.Space) || gamePadState.IsButtonDown(Buttons.A) || touchState.Any();

            wasContinuePressed = continuePressed;
        }
开发者ID:salvadorc17,项目名称:Prince-Monogame,代码行数:24,代码来源:PrinceGame.cs


注:本文中的TouchCollection.Any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。