本文整理汇总了C#中Microsoft.Xna.Framework.Input.KeyboardState.IsKeyUp方法的典型用法代码示例。如果您正苦于以下问题:C# KeyboardState.IsKeyUp方法的具体用法?C# KeyboardState.IsKeyUp怎么用?C# KeyboardState.IsKeyUp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类Microsoft.Xna.Framework.Input.KeyboardState
的用法示例。
在下文中一共展示了KeyboardState.IsKeyUp方法的15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
private bool jump; //True if able to jump
#endregion Fields
#region Methods
public void HandleInput(KeyboardState keys)
{
if (keys.IsKeyDown(Keys.Right))
{
xAcl = 5;
xDcl = 0;
}
if (keys.IsKeyDown(Keys.Left))
{
xAcl = -5;
xDcl = 0;
}
if (keys.IsKeyDown(Keys.Down))
{
posY += 5;
}
if (keys.IsKeyDown(Keys.Up))
{
posY -= 5;
}
if (keys.IsKeyUp(Keys.Right) && (!keys.IsKeyDown(Keys.Left)))
xAcl = 0;
if (keys.IsKeyUp(Keys.Left) && (!keys.IsKeyDown(Keys.Right)))
xAcl = 0;
}
示例2: Update
public void Update(KeyboardState clavier, Menu menu)
{
if (clavier.IsKeyDown(Keys.Escape))
pauseactive = true;
if (clavier.IsKeyUp(Keys.Escape) && pauseactive)
{
if (Etat == etat.InGame)
{
Etat = etat.Pause;
menu.mode = Menu.Mode.Pause;
}
pauseactive = false;
}
if (clavier.IsKeyDown(Keys.Space))
combatactive = true;
if (clavier.IsKeyUp(Keys.Space) && combatactive)
{
if (Etat == etat.InGame)
{
combat = !combat;
}
combatactive = false;
}
}
示例3: Update
public void Update(GameTime gameTime, Vector2 mapSize)
{
lastKeyboardState = keyboardState;
keyboardState = Keyboard.GetState();
position = new Vector2((int)deplacement.X * 16, (int)deplacement.Y * 16);
//choisis la texture
if (keyboardState.IsKeyDown(Keys.F5) && lastKeyboardState.IsKeyUp(Keys.F5))
Texture = ressource.ARBRE;
else if (keyboardState.IsKeyDown(Keys.F6) && lastKeyboardState.IsKeyUp(Keys.F6))
Texture = ressource.SOL;
else if (keyboardState.IsKeyDown(Keys.F7) && lastKeyboardState.IsKeyUp(Keys.F7))
Texture = ressource.STATUT;
//deplace le curseur
if (keyboardState.IsKeyDown(Keys.J) && lastKeyboardState.IsKeyUp(Keys.J) && position.X > 0)
deplacement.X--;
if (keyboardState.IsKeyDown(Keys.L) && lastKeyboardState.IsKeyUp(Keys.L) && position.X < mapSize.X - 1)
deplacement.X++;
if (keyboardState.IsKeyDown(Keys.I) && lastKeyboardState.IsKeyUp(Keys.I) && position.Y > 0)
deplacement.Y--;
if (keyboardState.IsKeyDown(Keys.K) && lastKeyboardState.IsKeyUp(Keys.K) && position.Y < mapSize.Y - 1)
deplacement.Y++;
}
示例4: Update
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
MouseState mouseState = Mouse.GetState();
deltaMousePos = new Point(mouseState.X - mousePosition.X, mouseState.Y - mousePosition.Y);
mousePosition.X = mouseState.X;
mousePosition.Y = mouseState.Y;
deltaScroll = mouseState.ScrollWheelValue - mouseScrollValue;
mouseScrollValue = mouseState.ScrollWheelValue;
leftMouseDown = mouseState.LeftButton == ButtonState.Pressed;
rightMouseDown = mouseState.RightButton == ButtonState.Pressed;
prevState = curState;
curState = Keyboard.GetState();
int posX = (curState.IsKeyDown(Keys.D) || curState.IsKeyDown(Keys.Right)) ? 1 : 0;
int negX = (curState.IsKeyDown(Keys.A) || curState.IsKeyDown(Keys.Left)) ? -1 : 0;
int posY = (curState.IsKeyDown(Keys.W) || curState.IsKeyDown(Keys.Up)) ? 1 : 0;
int negY = (curState.IsKeyDown(Keys.S) || curState.IsKeyDown(Keys.Down)) ? -1 : 0;
movementDir = new Vector2(posX + negX, posY + negY);
if (movementDir != Vector2.Zero)
movementDir.Normalize();
spaceBarPressed = curState.IsKeyDown(Keys.Space) && prevState.IsKeyUp(Keys.Space);
shiftDown = curState.IsKeyDown(Keys.LeftShift) || curState.IsKeyDown(Keys.RightShift);
shiftUp = curState.IsKeyUp(Keys.LeftShift) && curState.IsKeyUp(Keys.RightShift);
enterDown = curState.IsKeyDown(Keys.Enter);
escapeDown = curState.IsKeyDown(Keys.Escape);
}
示例5: Update
public void Update(KeyboardState clavier, Menu menu)
{
#region GestionPause
if (clavier.IsKeyDown(Keys.Escape))
pauseactive = true;
if (clavier.IsKeyUp(Keys.Escape) && pauseactive)
{
if (Etat == etat.InGame)
{
menu.mode = Menu.Mode.Pause;
Etat = etat.Pause;
}
pauseactive = false;
}
#endregion
#region Gestion Combat
if (clavier.IsKeyDown(Keys.Space))
combatactive = true;
if (clavier.IsKeyUp(Keys.Space) && combatactive)
{
if (Etat == etat.InGame)
{
combat = !combat;
}
combatactive = false;
}
#endregion
}
示例6: HandleInput
public static void HandleInput(GameTime gameTime, PlayableCharacter unit)
{
previousKeyboardState = currentKeyboardState;
currentKeyboardState = Keyboard.GetState();
//if (currentKeyboardState.GetPressedKeys().Length == 0)
//{
// // Idle
//}
//Reset any currently ongoing animation
if (currentKeyboardState.IsKeyDown(Keys.R) && previousKeyboardState.IsKeyUp(Keys.R))
{
unit.ResetAnimation();
}
if (currentKeyboardState != previousKeyboardState)
{
if (!unit.IsAttackingRanged)
{
//unit.ResetAnimationCounter();
}
unit.MakeUnitIdle();
}
// Move Right
if (currentKeyboardState.IsKeyDown(Keys.Right))
{
unit.ValidateMovementRight();
}
// Move Left
if (currentKeyboardState.IsKeyDown(Keys.Left))
{
unit.ValidateMovementLeft();
}
// Jumping
if (currentKeyboardState.IsKeyDown(Keys.Up)
&& previousKeyboardState.IsKeyUp(Keys.Up))
{
unit.ValidateJump();
}
// RangedAttack
if (currentKeyboardState.IsKeyDown(Keys.A)
&& currentKeyboardState.IsKeyDown(Keys.S)
&& previousKeyboardState.IsKeyUp(Keys.S))
{
unit.ComboStageCounter += 2;
unit.ValidateRangedAttack();
}
else if (currentKeyboardState.IsKeyDown(Keys.A)
&& previousKeyboardState.IsKeyUp(Keys.A))
{
unit.ValidateRangedAttack();
}
}
示例7: Update
public override void Update(GameTime gameTime, GamePadState newGamePadState, GamePadState oldGamePadState, KeyboardState newKeyboardState, KeyboardState oldKeyboardState)
{
if ((newGamePadState.Buttons.B != oldGamePadState.Buttons.B && newGamePadState.Buttons.B == ButtonState.Pressed)
|| (newKeyboardState.IsKeyDown(Keys.Enter) && oldKeyboardState.IsKeyUp(Keys.Enter))
|| (newKeyboardState.IsKeyDown(Keys.B) && oldKeyboardState.IsKeyUp(Keys.B))) {
Game.GameStartingScreen = GameStartingScreen.SetupScreen;
}
}
示例8: InputKeyBoard_KeyEvent
void InputKeyBoard_KeyEvent(KeyboardState keyNewState, KeyboardState keyOldState)
{
if (keyNewState.IsKeyDown(Keys.Escape) && keyOldState.IsKeyUp(Keys.Escape)) game.Exit();
if (keyNewState.IsKeyDown(Keys.Up) && keyOldState.IsKeyUp(Keys.Up)) game.Window.Title = "Up";
if (keyNewState.IsKeyDown(Keys.Down) && keyOldState.IsKeyUp(Keys.Down)) game.Window.Title = "Down";
if (keyNewState.IsKeyDown(Keys.Left) && keyOldState.IsKeyUp(Keys.Left)) game.Window.Title = "Left";
if (keyNewState.IsKeyDown(Keys.Right) && keyOldState.IsKeyUp(Keys.Right)) game.Window.Title = "Right";
}
示例9: Update
public void Update(GameTime gameTime)
{
guiSystem.Update();
CurrentKeyboardState = Keyboard.GetState();
if ((CurrentKeyboardState.IsKeyUp(Keys.Enter) && PreviousKeyboardState.IsKeyDown(Keys.Enter)) || (CurrentKeyboardState.IsKeyUp(Keys.E) && PreviousKeyboardState.IsKeyDown(Keys.E)))
{
if (btnControlUp.IsSelected)
if (btnReturn.IsSelected)
Game1.gameState = Game1.GameState.StartMenu;
}
PreviousKeyboardState = Keyboard.GetState();
}
示例10: Update
public void Update(GameTime gameTime)
{
keyState = Keyboard.GetState();
if (keyState.IsKeyUp(Keys.D1) == true && oldKeyState.IsKeyDown(Keys.D1) == true)
{
one = true;
}
else
{
one = false;
}
if (keyState.IsKeyUp(Keys.D2) == true && oldKeyState.IsKeyDown(Keys.D2) == true)
{
two = true;
}
else
{
two = false;
}
if (keyState.IsKeyUp(Keys.D3) == true && oldKeyState.IsKeyDown(Keys.D3) == true)
{
three = true;
}
else
{
three = false;
}
if (keyState.IsKeyUp(Keys.D4) == true && oldKeyState.IsKeyDown(Keys.D4) == true)
{
four = true;
}
else
{
four = false;
}
if (keyState.IsKeyUp(Keys.D5) == true && oldKeyState.IsKeyDown(Keys.D5) == true)
{
five = true;
}
else
{
five = false;
}
oldKeyState = keyState;
}
示例11: Update
public void Update(float elapsed, KeyboardState currentKey, KeyboardState oldKey, MouseState currentMouse, MouseState oldMouse) {
totalElapsed += elapsed;
if (animated) {
if (totalElapsed > animationSpeed) {
currentFrame++;
if (currentFrame == totalFrames - 2)
currentFrame = 0;
totalElapsed = 0;
}
}
Vector2 direction = new Vector2(Mouse.GetState().X, Mouse.GetState().Y - World.HUD) - Position;
if (direction != Vector2.Zero)
direction.Normalize();
Rotation = (float)Math.Atan2(direction.Y, direction.X);
Weapon.Update(elapsed);
if (currentMouse.LeftButton == ButtonState.Pressed && oldMouse.LeftButton == ButtonState.Released) {
Weapon.Execute(new Vector2((float)Math.Cos(Rotation), (float)Math.Sin(Rotation)), Position);
}
if (invTmr > 0) {
invTmr -= elapsed / 1000;
}
#region CurrentMovement
//Can be changed
if (currentKey.IsKeyDown(Keys.W))
Velocity = new Vector2((float)Math.Cos(Rotation), (float)Math.Sin(Rotation));
if (currentKey.IsKeyDown(Keys.S))
Velocity = new Vector2((float)Math.Cos(Rotation + MathHelper.ToRadians(180)), (float)Math.Sin(Rotation + MathHelper.ToRadians(180)));
if (currentKey.IsKeyDown(Keys.D))
Velocity = new Vector2((float)Math.Cos(Rotation + MathHelper.ToRadians(90)), (float)Math.Sin(Rotation + MathHelper.ToRadians(90)));
if (currentKey.IsKeyDown(Keys.A))
Velocity = new Vector2((float)Math.Cos(Rotation + MathHelper.ToRadians(-90)), (float)Math.Sin(Rotation + MathHelper.ToRadians(-90)));
if (currentKey.IsKeyDown(Keys.W) && currentKey.IsKeyDown(Keys.D))
Velocity = new Vector2((float)Math.Cos(Rotation + MathHelper.ToRadians(45)), (float)Math.Sin(Rotation + MathHelper.ToRadians(45)));
if (currentKey.IsKeyDown(Keys.W) && currentKey.IsKeyDown(Keys.A))
Velocity = new Vector2((float)Math.Cos(Rotation + MathHelper.ToRadians(-45)), (float)Math.Sin(Rotation + MathHelper.ToRadians(-45)));
if (currentKey.IsKeyDown(Keys.S) && currentKey.IsKeyDown(Keys.D))
Velocity = new Vector2((float)Math.Cos(Rotation + MathHelper.ToRadians(135)), (float)Math.Sin(Rotation + MathHelper.ToRadians(135)));
if (currentKey.IsKeyDown(Keys.S) && currentKey.IsKeyDown(Keys.A))
Velocity = new Vector2((float)Math.Cos(Rotation + MathHelper.ToRadians(-135)), (float)Math.Sin(Rotation + MathHelper.ToRadians(-135)));
if (currentKey.IsKeyUp(Keys.W) && currentKey.IsKeyUp(Keys.A) && currentKey.IsKeyUp(Keys.S) && currentKey.IsKeyUp(Keys.D)) {
Velocity = Vector2.Zero;
currentFrame = totalFrames - 1;
}
else if (currentFrame == totalFrames - 1)
currentFrame = 0;
animationSpeed = currentKey.IsKeyUp(Keys.W) && currentKey.IsKeyUp(Keys.A) && currentKey.IsKeyUp(Keys.S) && currentKey.IsKeyUp(Keys.D)
? int.MaxValue : storedAnimationSpeed;
if (Velocity != null)
Velocity.Normalize();
OldPos = Position;
Position += Velocity * speed;
#endregion
}
示例12: Update
public static void Update(GameTime gameTime, KeyboardState state, KeyboardState prevState)
{
if (!GameScene.player.projectileLaunched) {
if (spells ["fireball"] && state.IsKeyDown (Keys.H) && prevState.IsKeyUp (Keys.H) && GameScene.player.HasEnoughMana (2)) {
GameScene.player.Fireball ();
} else if (spells ["frostbreath"] && state.IsKeyDown (Keys.J) && prevState.IsKeyUp (Keys.J) && GameScene.player.HasEnoughMana (1)) {
GameScene.player.FrostBreath ();
}
}
if (spells ["earthen shield"]) {
if (state.IsKeyDown (Keys.K) && prevState.IsKeyUp (Keys.K)) {
if (activeSpell == "") {
GameScene.player.EarthenStrength ();
} else {
GameScene.player.DestroyOverlay ();
if (activeSpell != "earthen shield") {
if (GameScene.player.HasEnoughMana (1)) {
GameScene.player.EarthenStrength ();
}
} else {
activeSpell = "";
}
}
}
}
if (spells ["windwalk"]) {
if (state.IsKeyDown (Keys.L) && prevState.IsKeyUp (Keys.L)) {
if (activeSpell == "") {
GameScene.player.WindWalk ();
} else {
GameScene.player.DestroyOverlay ();
if (activeSpell != "windwalk") {
if (GameScene.player.HasEnoughMana (1)) {
GameScene.player.WindWalk ();
}
} else {
activeSpell = "";
}
}
}
}
if (activeSpell != "") {
drainTimer -= gameTime.ElapsedGameTime;
if (drainTimer.Milliseconds <= 0) {
DrainMana ();
}
}
}
示例13: Keyboard
public override void Keyboard(KeyboardState state, KeyboardState oldState)
{
if (state.IsKeyDown(Keys.L) && oldState.IsKeyUp(Keys.L))
{
_joint.EnableLimit(!_joint.IsLimitEnabled());
}
if (state.IsKeyDown(Keys.M) && oldState.IsKeyUp(Keys.M))
{
_joint.EnableMotor(!_joint.IsMotorEnabled());
}
if (state.IsKeyDown(Keys.P) && oldState.IsKeyUp(Keys.P))
{
_joint.SetMotorSpeed(-_joint.GetMotorSpeed());
}
}
示例14: Update
public virtual void Update(GameTime gameTime, EventManager events)
{
// Keyboard
lastKeyboard = keyboard;
keyboard = Keyboard.GetState();
bool pressUp = keyboard.IsKeyUp(Keys.Up) && lastKeyboard.IsKeyDown(Keys.Up);
bool pressDown = keyboard.IsKeyUp(Keys.Down) && lastKeyboard.IsKeyDown(Keys.Down);
bool pressLeft = keyboard.IsKeyUp(Keys.Left) && lastKeyboard.IsKeyDown(Keys.Left);
bool pressRight = keyboard.IsKeyUp(Keys.Right) && lastKeyboard.IsKeyDown(Keys.Right);
bool downUp = keyboard.IsKeyDown(Keys.Up);
bool downDown = keyboard.IsKeyDown(Keys.Down);
bool downLeft = keyboard.IsKeyDown(Keys.Left);
bool downRight = keyboard.IsKeyDown(Keys.Right);
bool keyT = keyboard.IsKeyUp(Keys.T) && lastKeyboard.IsKeyDown(Keys.T);
//bool keyN = keyboard.IsKeyUp(Keys.N) && lastKeyboard.IsKeyDown(Keys.N);
// Key Press Events
if (pressUp)
events.Notify(Event.PressUP, null);
if (pressDown)
events.Notify(Event.PressDOWN, null);
if (pressLeft)
events.Notify(Event.PressLEFT, null);
if (pressRight)
events.Notify(Event.PressRIGHT, null);
// Key Down Events
if (downUp)
events.Notify(Event.KeyDownUP, null);
if (downDown)
events.Notify(Event.KeyDownDOWN, null);
if (downLeft)
events.Notify(Event.KeyDownLEFT, null);
if (downRight)
events.Notify(Event.KeyDownRIGHT, null);
//if (keyN)
// events.Notify(Event.NextScene, null);
}
示例15: localUpdate
public void localUpdate(KeyboardState ks)
{
if (ks.IsKeyDown(Keys.Up) && ks.IsKeyUp(Keys.Down))
{
if(position.Y > 0){
position.Y -=5 ;
}
}
else if (ks.IsKeyDown(Keys.Down) && ks.IsKeyUp(Keys.Up))
{
if (position.Y + 60 < 480)
{
position.Y += 5;
}
}
}