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C# PlayerIndex类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中PlayerIndex的典型用法代码示例。如果您正苦于以下问题:C# PlayerIndex类的具体用法?C# PlayerIndex怎么用?C# PlayerIndex使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



PlayerIndex类属于命名空间,在下文中一共展示了PlayerIndex类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: AmountFaceRightUp

        public Vector2 AmountFaceRightUp(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
        {
            Vector2 amountFaceRightUp;
            bool w, a, s, d;
            w = a = s = d = false;
            if (controllingPlayer.HasValue && GamePad.GetState((PlayerIndex)controllingPlayer).IsConnected)
            {
                playerIndex = (PlayerIndex)controllingPlayer; //we have the player set if it's a controller.
                amountFaceRightUp = GamePad.GetState((PlayerIndex)controllingPlayer).ThumbSticks.Left;
            }
            else
            {
                w = IsKeyDown(Keys.W, controllingPlayer, out playerIndex);
                a = IsKeyDown(Keys.A, controllingPlayer, out playerIndex);
                s = IsKeyDown(Keys.S, controllingPlayer, out playerIndex);
                d = IsKeyDown(Keys.D, controllingPlayer, out playerIndex);

                float amountFaceRight = ((d) ? 1.0f : 0.0f) + (((a)) ? -1.0f : 0.0f);
                float amountFaceUp = ((w) ? 1.0f : 0.0f) + (((s)) ? -1.0f : 0.0f);

                amountFaceRightUp = new Vector2(amountFaceRight, amountFaceUp);
            }

            return amountFaceRightUp;
        }
开发者ID:funkjunky,项目名称:Revenge-of-the-Morito-2-,代码行数:25,代码来源:InputState.cs


示例2: Ship

 public Ship(PlayerIndex playerIndex, Texture2D txShipTexture,Texture2D txBulletTexture,WeaponTypes WeaponType)
 {
     this.player = playerIndex;
     this._weaponType = WeaponType;
     this.ShipTexture = txShipTexture;
     this._txBulletTexture = txBulletTexture;
 }
开发者ID:funkjunky,项目名称:Revenge-of-the-Morito-2-,代码行数:7,代码来源:Ship.cs


示例3: PlayerInput

 internal PlayerInput(PlayerIndex playerIndex)
 {
     PlayerIndex = playerIndex;
     Index = (int)playerIndex;
     Keyboard = new Keyboard();
     Gamepad = new Gamepad(PlayerIndex);
 }
开发者ID:Jemeyr,项目名称:Halloween,代码行数:7,代码来源:PlayerInput.cs


示例4: FlxGamepad

 public FlxGamepad(PlayerIndex IndexOfPlayer)
 {
     index = IndexOfPlayer;
     leftVibe = 0;
     rightVibe = 0;
     vibeDuration = 0;
 }
开发者ID:IndrekV,项目名称:MonoFlixel,代码行数:7,代码来源:FlxGamepad.cs


示例5: Start

 public override void Start()
 {
     this.controllingPlayer = ((CharacterInformationComponent)Parent.GetComponent("CharacterInformationComponent")).PlayerIndex;
     this.movementComponent = (MoveComponent)Parent.GetComponent("MoveComponent");
     this.bepuPhysicsComponent = (BepuPhysicsComponent)Parent.GetComponent("BepuPhysicsComponent");
     this.health = (VitalityComponent)Parent.GetComponent("VitalityComponent");
 }
开发者ID:regenvanwalbeek,项目名称:BattleFury,代码行数:7,代码来源:FireProjectileComponent.cs


示例6: KeyboardHelper

 public KeyboardHelper( Game game, PlayerIndex index )
     : base(game)
 {
     PressCount = new Dictionary<MeanOfKey, int>();
     Config = new Dictionary<Keys, MeanOfKey>();
     this.playerIndex = index;
 }
开发者ID:NumAniCloud,项目名称:MaterGame,代码行数:7,代码来源:KeyboardHelper.cs


示例7: IsMenuSelected

 public bool IsMenuSelected(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
 {
     return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) ||
            IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) ||
            IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) ||
            IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex);
 }
开发者ID:Nesokas,项目名称:hs,代码行数:7,代码来源:InputState.cs


示例8: GetInput

 public GetInput(PlayerIndex index)
 {
     playerIndex = index;
     directionBoolArray = new bool[4] { upPressed, leftPressed, downPressed, rightPressed };
     oldKeyState = Keyboard.GetState();
     oldPadState = GamePad.GetState(playerIndex);
 }
开发者ID:nuts4nuts4nuts,项目名称:graphics,代码行数:7,代码来源:GetInput.cs


示例9: Evaluate

        public bool Evaluate(InputState state, PlayerIndex? controllingPlayer, out PlayerIndex player)
        {
            ButtonPress buttonTest;
            KeyPress keyTest;

            if (newPressOnly)
            {
                buttonTest = state.IsNewButtonPress;
                keyTest = state.IsNewKeyPress;
            }
            else
            {
                buttonTest = state.IsButtonPressed;
                keyTest = state.IsKeyPressed;
            }

            foreach (Buttons button in buttons)
            {
                if (buttonTest(button, controllingPlayer, out player))
                    return true;
            }

            foreach (Keys key in keys)
            {
                if (keyTest(key, controllingPlayer, out player))
                    return true;
            }

            player = PlayerIndex.One;
            return false;
        }
开发者ID:Nesokas,项目名称:hs,代码行数:31,代码来源:InputAction.cs


示例10: OnCancel

 /// <summary>
 /// When the user cancels the main menu, ask if they want to exit the sample.
 /// </summary>
 protected override void OnCancel(PlayerIndex playerIndex)
 {
     const string message = "Are you sure you want to exit?";
     var confirmExitMessageBox = new MessageBoxScreen(message);
     confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted;
     ScreenManager.AddScreen(confirmExitMessageBox, playerIndex);
 }
开发者ID:kavengagne,项目名称:TetrisGame,代码行数:10,代码来源:MainMenuScreen.cs


示例11: PlayerKeyboard

        public PlayerKeyboard(IInputDevice inputDevice, PlayerIndex playerIndex)
        {
            if (inputDevice == null) throw new ArgumentNullException("inputDevice");

            InputDevice = inputDevice;
            PlayerIndex = playerIndex;
        }
开发者ID:willcraftia,项目名称:WindowsGame,代码行数:7,代码来源:PlayerKeyboard.cs


示例12: InputManager

        public InputManager(InputType type, PlayerIndex player)
        {
            this.inputType = type;
              this.playerIndex = player;

              // Populate Dictionary Entries
              inputToKeys = new Dictionary<Inputs, Keys>();
              inputToKeys.Add(Inputs.A, Keys.A);
              inputToKeys.Add(Inputs.B, Keys.S);
              inputToKeys.Add(Inputs.Back, Keys.Escape);
              inputToKeys.Add(Inputs.Up, Keys.Up);
              inputToKeys.Add(Inputs.Down, Keys.Down);
              inputToKeys.Add(Inputs.Left, Keys.Left);
              inputToKeys.Add(Inputs.Right, Keys.Right);
              inputToKeys.Add(Inputs.Start, Keys.Enter);
              inputToKeys.Add(Inputs.X, Keys.Z);
              inputToKeys.Add(Inputs.Y, Keys.X);

              inputToButtons = new Dictionary<Inputs, Buttons>();
              inputToButtons.Add(Inputs.A, Buttons.A);
              inputToButtons.Add(Inputs.B, Buttons.B);
              inputToButtons.Add(Inputs.Back, Buttons.Back);
              inputToButtons.Add(Inputs.Up, Buttons.DPadUp);
              inputToButtons.Add(Inputs.Down, Buttons.DPadDown);
              inputToButtons.Add(Inputs.Left, Buttons.DPadLeft);
              inputToButtons.Add(Inputs.Right, Buttons.DPadRight);
              inputToButtons.Add(Inputs.Start, Buttons.Start);
              inputToButtons.Add(Inputs.X, Buttons.X);
              inputToButtons.Add(Inputs.Y, Buttons.Y);

              inputToMouse = new Dictionary<Inputs, MouseButton>();
              inputToMouse.Add(Inputs.A, MouseButton.Left);
              inputToMouse.Add(Inputs.B, MouseButton.Right);
              inputToMouse.Add(Inputs.X, MouseButton.Middle);
        }
开发者ID:colincapurso,项目名称:EngineMVC,代码行数:35,代码来源:InputManager.cs


示例13: GetMatchScore

 public int this[PlayerIndex playerIndex]
 {
     get
     {
         return GetMatchScore(playerIndex);
     }
 }
开发者ID:jhauberg-archived,项目名称:LD10,代码行数:7,代码来源:ScoreCount.cs


示例14: EndScreen

        public EndScreen(PlayerIndex playerIndex, Color color)
        {
            Sprite bg = new Sprite();
            bg.LoadTexture(@"Assets/HeartBG");
            bg.Scale /= Controller.CurrentDrawCamera.zoom;
            this.AddChild(bg);

            heart = new Sprite();
            heart.LoadTexture(@"Assets/Heart");
            heart.Scale /= (Controller.CurrentDrawCamera.zoom * 1.1f);
            heart.Position.X += 110;
            this.AddChild(heart);

            slime = new Sprite();
            slime.LoadTexture(@"Assets/HeartSlime");
            slime.Scale /= (Controller.CurrentDrawCamera.zoom * 1.1f);
            slime.Position.X += 110;
            slime.Color = color;
            this.AddChild(slime);

            Label lbl = new Label("Player " + (float)(playerIndex + 1) + " has won!", Controller.FontController.GetFont("bigFont"));
            lbl.Position.X = ((Controller.ScreenSize.X / Controller.CurrentDrawCamera.zoom) / 2) - (lbl.Width / 2);
            AddChild(lbl);

            Label lblAdvance = new Label("Press A to apply CPR", Controller.FontController.GetFont("bigFont"));
            lblAdvance.Position.X = ((Controller.ScreenSize.X / Controller.CurrentDrawCamera.zoom) / 2) - (lblAdvance.Width / 2);
            lblAdvance.Position.Y = 550;
            AddChild(lblAdvance);

            ECGsound = Controller.Content.Load<SoundEffect>("sounds/ecg");
        }
开发者ID:broding,项目名称:cholesteral-damage,代码行数:31,代码来源:EndScreen.cs


示例15: UserControls

        public UserControls(PlayerIndex playerIndex, float forceMag, float torqueMag, float forceShiftMag, float torqueShiftMag)
        {
            this.ForceMag = forceMag;
            this.TorqueMag = torqueMag;
            this.ForceShiftMag = forceShiftMag;
            this.TorqueShiftMag = torqueShiftMag;
            this.playerIndex = playerIndex;

            //default mappings
            KeyMappings[Keys.W] = UserControlKeys.MoveFoward;
            KeyMappings[Keys.S] = UserControlKeys.MoveBackward;
            KeyMappings[Keys.A] = UserControlKeys.MoveLeft;
            KeyMappings[Keys.D] = UserControlKeys.MoveRight;
            KeyMappings[Keys.Q] = UserControlKeys.TurnLeft;
            KeyMappings[Keys.Left] = UserControlKeys.TurnLeft;
            KeyMappings[Keys.E] = UserControlKeys.TurnRight;
            KeyMappings[Keys.Right] = UserControlKeys.TurnRight;
            KeyMappings[Keys.X] = UserControlKeys.MoveUp;
            KeyMappings[Keys.Z] = UserControlKeys.MoveDown;

            KeyMappings[Keys.Down] = UserControlKeys.LookUp;
            KeyMappings[Keys.Up] = UserControlKeys.LookDown;

            KeyMappings[Keys.T] = UserControlKeys.RollRight;
            KeyMappings[Keys.G] = UserControlKeys.RollLeft;

            KeyMappings[Keys.LeftShift] = UserControlKeys.Shifter;
            KeyMappings[Keys.RightShift] = UserControlKeys.Shifter;

            KeyMappings[Keys.LeftAlt] = UserControlKeys.PrimaryFire;
            KeyMappings[Keys.RightAlt] = UserControlKeys.SecondaryFire;
        }
开发者ID:DigitalLibrarian,项目名称:xna-forever,代码行数:32,代码来源:UserControls.cs


示例16: HandleInput

        /// <summary>
        /// Lets the game respond to player input. Unlike the Update method,
        /// this will only be called when the gameplay screen is active.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            PlayerIndex[] ControllingPlayers = new PlayerIndex[] { PlayerIndex.One, PlayerIndex.Two, PlayerIndex.Three, PlayerIndex.Four };

            // Look up inputs for the active player profile.
            //int playerIndex = (int)ControllingPlayer.Value;

            for (int playerIndex = 1; playerIndex <= totalPlayers; playerIndex++)
            {
                KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
                GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];

                // The game pauses either if the user presses the pause button, or if
                // they unplug the active gamepad. This requires us to keep track of
                // whether a gamepad was ever plugged in, because we don't want to pause
                // on PC if they are playing with a keyboard and have no gamepad at all!
                bool gamePadDisconnected = !gamePadState.IsConnected &&
                                           input.GamePadWasConnected[playerIndex];

                if (input.IsPauseGame(ControllingPlayers[playerIndex-1]) || gamePadDisconnected)
                {
                    ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayers[playerIndex - 1]);
                }
            }
        }
开发者ID:thestonefox,项目名称:Project-Xna,代码行数:32,代码来源:GameplayScreen.cs


示例17: GetKeyboardInputDirection

        public static Vector2 GetKeyboardInputDirection(PlayerIndex playerIndex)
        {
            Vector2 direction = Vector2.Zero;
            KeyboardState keyboardState = Keyboard.GetState(playerIndex);
            if (playerIndex == PlayerIndex.One)
            {
                if (keyboardState.IsKeyDown(Keys.W))
                {
                    direction.Y += -1;
                }
                if (keyboardState.IsKeyDown(Keys.S))
                {
                    direction.Y += 1;
                }

            }

            if (playerIndex == PlayerIndex.Two)
            {
                if (keyboardState.IsKeyDown(Keys.Up))
                    direction.Y += -1;
                if (keyboardState.IsKeyDown(Keys.Down))
                    direction.Y += 1;
            }
            return direction;
        }
开发者ID:Die-No,项目名称:RetroSeriesTennis,代码行数:26,代码来源:Input.cs


示例18: BaseGameState

        public BaseGameState(Game game, GameStateManager manager)
            : base(game, manager)
        {
            GameRef = (Game1)game;

            playerIndexInControl = PlayerIndex.One;
        }
开发者ID:brollins90,项目名称:eotd,代码行数:7,代码来源:BaseGameState.cs


示例19: TheWaterArcanian

        public TheWaterArcanian(Vector2 position, PlayerIndex thePlayerIndex)
            : base(position, thePlayerIndex)
        {
            // Initialize texture
            texArcanianRight = "Arcanian/waterTurtleRight";
            texArcanianLeft = "Arcanian/waterTurtleLeft";
            texDyingRight = "Arcanian/waterTurtleDead_right";
            texDyingLeft = "Arcanian/waterTurtleDead_left";
            texShield = "Arcanian/watershieldsprite";
            Texture = texArcanianRight;

            // Initialize name
            mName = "Water Arcanian";

            // Initialize shield
            mShieldArt.SetTextureSpriteSheet(texShield, 4, 1, 0);
            mShieldArt.UseSpriteSheet = true;

            // Initliaze water skills
            SingleStream waterStream = new SingleStream();
            DoubleWaterStream doubleWaterStream = new DoubleWaterStream();
            UltimateWaterStream ultimateWaterStream = new UltimateWaterStream();

            // Initialize skill set with water skills
            mSkillSet = new SkillSet(waterStream, doubleWaterStream, ultimateWaterStream, null);

            // Add skills to global list of skills
            //G.ListOfSkills.Add(waterStream);
            //G.ListOfSkills.Add(doubleWaterStream);
            //G.ListOfSkills.Add(ultimateWaterStream);

            // Initialize HP Regen
            mHPRegenTimer = 0;
        }
开发者ID:howardkhl,项目名称:Arc,代码行数:34,代码来源:TheWaterArcanian.cs


示例20: OnCancel

 protected override void OnCancel(PlayerIndex playerIndex)
 {
     MessageBoxScreen confirmExitMessageBox =
                             new MessageBoxScreen(Mario.Resource.ConfirmExitSample);
     confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted;
     ScreenManager.AddScreen(confirmExitMessageBox, playerIndex);
 }
开发者ID:JKord,项目名称:MarioRevolution,代码行数:7,代码来源:MainMenuScreen.cs



注:本文中的PlayerIndex类示例整理自Github/MSDocs等源码及文档管理平台,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。


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上一篇:
C# PlayerIndexEventArgs类代码示例发布时间:2022-05-24
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C# PlayerID类代码示例发布时间:2022-05-24
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