测试XNA游戏中键盘输入,触控输入,按钮输入
Game1.cs
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Input.Touch;
- using Microsoft.Xna.Framework.Media;
- using InputHandlerDemo.Inputs;
- namespace InputHandlerDemo
- {
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- SpriteFont font;
- Texture2D square;
- string action = "";
- GameInput gameInput;//游戏输入管理类
- TouchIndicatorCollection touchIndicators;
- Rectangle JumpRectangle = new Rectangle(0, 0, 480, 100);
- Rectangle UpRectangle = new Rectangle(0, 150, 480, 100);
- Rectangle PauseRectangle = new Rectangle(0, 500, 200, 100);
- //退出矩形
- Rectangle ExitRectangle = new Rectangle(220, 500, 200, 100);
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- TargetElapsedTime = TimeSpan.FromTicks(333333);
- //设置高度和宽度
- graphics.PreferredBackBufferWidth = 480;
- graphics.PreferredBackBufferHeight = 800;
- }
- protected override void Initialize()
- {
- //初始化游戏输入对象
- gameInput = new GameInput();
- touchIndicators = new TouchIndicatorCollection();
- AddInputs();
- base.Initialize();
- }
- /// <summary>
- /// 添加各种输入方式
- /// </summary>
- private void AddInputs()
- {
- //游戏按钮
- // Add keyboard, gamepad and touch inputs for Jump
- gameInput.AddKeyboardInput(Actions.Jump, Keys.A, true);//A键为跳
- gameInput.AddKeyboardInput(Actions.Jump, Keys.Space, false);//Space键为跳
- gameInput.AddTouchTapInput(Actions.Jump, JumpRectangle, false);//跳矩形区域为跳
- gameInput.AddTouchSlideInput(Actions.Jump, Input.Direction.Right, 5.0f);//右滑动为跳
- // Add keyboard, gamepad and touch inputs for Pause
- gameInput.AddGamePadInput(Actions.Pause, Buttons.Start, true);
- gameInput.AddKeyboardInput(Actions.Pause, Keys.P, true);
- gameInput.AddTouchTapInput(Actions.Pause, PauseRectangle, true);
- gameInput.AddAccelerometerInput(Actions.Pause,
- Input.Direction.Down,
- 0.10f);
- // Add keyboard, gamepad and touch inputs for Up
- gameInput.AddGamePadInput(Actions.Up, Buttons.RightThumbstickUp, false);
- gameInput.AddGamePadInput(Actions.Up, Buttons.LeftThumbstickUp, false);
- gameInput.AddGamePadInput(Actions.Up, Buttons.DPadUp, false);
- gameInput.AddKeyboardInput(Actions.Up, Keys.Up, false);
- gameInput.AddKeyboardInput(Actions.Up, Keys.W, true);
- gameInput.AddTouchTapInput(Actions.Up, UpRectangle, true);
- gameInput.AddTouchSlideInput(Actions.Up, Input.Direction.Up, 5.0f);
- gameInput.AddAccelerometerInput(Actions.Up,
- Input.Direction.Up,
- 0.10f);
- // Add keyboard, gamepad and touch inputs for Exit
- gameInput.AddGamePadInput(Actions.Exit, Buttons.Back, false);
- gameInput.AddKeyboardInput(Actions.Exit, Keys.Escape, false);
- gameInput.AddTouchTapInput(Actions.Exit, ExitRectangle, true);
- // Add some Gestures too, just to show them off?
- gameInput.AddTouchGestureInput(Actions.Jump,
- GestureType.VerticalDrag,
- JumpRectangle);
- gameInput.AddTouchGestureInput(Actions.Pause,
- GestureType.Hold,
- PauseRectangle);
- }
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- //加载内容
- font = Content.Load<SpriteFont>("Display");
- square = Content.Load<Texture2D>("Pixel");
- }
- protected override void UnloadContent()
- {
- }
- protected override void Update(GameTime gameTime)
- {
- if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
- this.Exit();
- //根据输入类型更新游戏界面
- gameInput.BeginUpdate();
- //点击退出矩形,退出程序
- if (gameInput.IsPressed(Actions.Exit, PlayerIndex.One))
- this.Exit();
- if (gameInput.IsPressed(Actions.Jump, PlayerIndex.One))
- action = Actions.Jump;
- if (gameInput.IsPressed(Actions.Pause, PlayerIndex.One))
- action = Actions.Pause;
- if (gameInput.IsPressed(Actions.Up, PlayerIndex.One))
- action = Actions.Up;
- touchIndicators.Update(gameTime, Content);
- gameInput.EndUpdate();
- base.Update(gameTime);
- }
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- //绘制游戏界面
- spriteBatch.Begin();
- spriteBatch.Draw(square, UpRectangle, Color.Blue);
- spriteBatch.DrawString(font,
- "Up",
- new Vector2(UpRectangle.Left + 20, UpRectangle.Top + 20),
- Color.Black);
- spriteBatch.Draw(square, JumpRectangle, Color.Yellow);
- spriteBatch.DrawString(font,
- "Jump",
- new Vector2(JumpRectangle.Left + 20, JumpRectangle.Top + 20),
- Color.Black);
- spriteBatch.Draw(square, PauseRectangle, Color.Green);
- spriteBatch.DrawString(font,
- "Pause",
- new Vector2(PauseRectangle.Left + 20, PauseRectangle.Top + 20),
- Color.Black);
- spriteBatch.Draw(square, ExitRectangle, Color.Red);
- spriteBatch.DrawString(font,
- "Exit",
- new Vector2(ExitRectangle.Left + 20, ExitRectangle.Top + 20),
- Color.Black);
- spriteBatch.DrawString(font, action, new Vector2(100, 350), Color.White);
- touchIndicators.Draw(spriteBatch);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
Action.cs 游戏操作的类型
- namespace InputHandlerDemo
- {
- static class Actions
- {
- // 自定义的操作类型
- public const string Jump = "Jump";
- public const string Exit = "Exit";
- public const string Up = "Up";
- public const string Pause = "Pause";
- }
- }
下面是输入的操作的封装类
GameInput.cs
- using System;
- using System.Collections.Generic;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Input.Touch;
- namespace InputHandlerDemo.Inputs
- {
- /// <summary>
- /// 游戏输入管理类
- /// </summary>
- class GameInput
- {
- //输入类型字典
- Dictionary<string, Input> Inputs = new Dictionary<string, Input>();
- //获取输入类型
- public Input GetInput(string theAction)
- {
- //如果没有改类型的输入操作则添加一个
- if (Inputs.ContainsKey(theAction) == false)
- {
- Inputs.Add(theAction, new Input());
- }
- return Inputs[theAction];
- }
- public void BeginUpdate()
- {
- Input.BeginUpdate();
- }
- public void EndUpdate()
- {
- Input.EndUpdate();
- }
- public bool IsConnected(PlayerIndex thePlayer)
- {
- // If there never WAS a gamepad connected, just say the gamepad is STILL connected
- if (Input.GamepadConnectionState[thePlayer] == false)
- return true;
- return Input.IsConnected(thePlayer);
- }
- public bool IsPressed(string theAction)
- {
- if (!Inputs.ContainsKey(theAction))
- {
- return false;
- }
- return Inputs[theAction].IsPressed(PlayerIndex.One);
- }
- /// <summary>
- /// 判断单击的状态
- /// </summary>
- /// <param name="theAction">动作</param>
- /// <param name="thePlayer">玩家</param>
- /// <returns></returns>
- public bool IsPressed(string theAction, PlayerIndex thePlayer)
- {
- if (Inputs.ContainsKey(theAction) == false)
- {
- return false;
- }
- return Inputs[theAction].IsPressed(thePlayer);
- }
- public bool IsPressed(string theAction, PlayerIndex? thePlayer)
- {
- if (thePlayer == null)
- {
- PlayerIndex theReturnedControllingPlayer;
- return IsPressed(theAction, thePlayer, out theReturnedControllingPlayer);
- }
- return IsPressed(theAction, (PlayerIndex)thePlayer);
- }
- public bool IsPressed(string theAction, PlayerIndex? thePlayer, out PlayerIndex theControllingPlayer)
- {
- if (!Inputs.ContainsKey(theAction))
- {
- theControllingPlayer = PlayerIndex.One;
- return false;
- }
- if (thePlayer == null)
- {
- if (IsPressed(theAction, PlayerIndex.One))
- {
- theControllingPlayer = PlayerIndex.One;
- return true;
- }
- if (IsPressed(theAction, PlayerIndex.Two))
- {
- theControllingPlayer = PlayerIndex.Two;
- return true;
- }
- if (IsPressed(theAction, PlayerIndex.Three))
- {
- theControllingPlayer = PlayerIndex.Three;
- return true;
- }
- if (IsPressed(theAction, PlayerIndex.Four))
- {
- theControllingPlayer = PlayerIndex.Four;
- return true;
- }
- theControllingPlayer = PlayerIndex.One;
- return false;
- }
- theControllingPlayer = (PlayerIndex)thePlayer;
- return IsPressed(theAction, (PlayerIndex)thePlayer);
- }
- public void AddGamePadInput(string theAction, Buttons theButton,
- bool isReleasedPreviously)
- {
- GetInput(theAction).AddGamepadInput(theButton, isReleasedPreviously);
- }
- public void AddTouchTapInput(string theAction, Rectangle theTouchArea,
- bool isReleasedPreviously)
- {
- GetInput(theAction).AddTouchTapInput(theTouchArea, isReleasedPreviously);
- }
- public void AddTouchSlideInput(string theAction, Input.Direction theDirection,
- float slideDistance)
- {
- GetInput(theAction).AddTouchSlideInput(theDirection, slideDistance);
- }
- public void AddKeyboardInput(string theAction, Keys theKey,
- bool isReleasedPreviously)
- {
- GetInput(theAction).AddKeyboardInput(theKey, isReleasedPreviously);
- }
- public void AddTouchGestureInput(string theAction, GestureType theGesture,
- Rectangle theRectangle)
- {
- GetInput(theAction).AddTouchGesture(theGesture, theRectangle);
- }
- public void AddAccelerometerInput(string theAction, Input.Direction theDirection,
- float tiltThreshold)
- {
- GetInput(theAction).AddAccelerometerInput(theDirection, tiltThreshold);
- }
- public Vector2 CurrentGesturePosition(string theAction)
- {
- return GetInput(theAction).CurrentGesturePosition();
- }
- public Vector2 CurrentGestureDelta(string theAction)
- {
- return GetInput(theAction).CurrentGestureDelta();
- }
- public Vector2 CurrentGesturePosition2(string theAction)
- {
- return GetInput(theAction).CurrentGesturePosition2();
- }
- public Vector2 CurrentGestureDelta2(string theAction)
- {
- return GetInput(theAction).CurrentGestureDelta2();
- }
- public Point CurrentTouchPoint(string theAction)
- {
- Vector2? currentPosition = GetInput(theAction).CurrentTouchPosition();
- if (currentPosition == null)
- {
- return new Point(-1, -1);
- }
- return new Point((int)currentPosition.Value.X, (int)currentPosition.Value.Y);
- }
- public Vector2 CurrentTouchPosition(string theAction)
- {
- Vector2? currentTouchPosition = GetInput(theAction).CurrentTouchPosition();
- if (currentTouchPosition == null)
- {
- return new Vector2(-1, -1);
- }
- return (Vector2)currentTouchPosition;
- }
- public float CurrentGestureScaleChange(string theAction)
- {
- // Scaling is dependent on the Pinch gesture. If no input has been setup for
- // Pinch then just return 0 indicating no scale change has occurred.
- if (!GetInput(theAction).PinchGestureAvailable) return 0;
- // Get the current and previous locations of the two fingers
- Vector2 currentPositionFingerOne = CurrentGesturePosition(theAction);
- Vector2 previousPositionFingerOne
- = CurrentGesturePosition(theAction) - CurrentGestureDelta(theAction);
- Vector2 currentPositionFingerTwo = CurrentGesturePosition2(theAction);
- Vector2 previousPositionFingerTwo
- = CurrentGesturePosition2(theAction) - CurrentGestureDelta2(theAction);
- // Figure out the distance between the current and previous locations
- float currentDistance = Vector2.Distance(currentPositionFingerOne, currentPositionFingerTwo);
- float previousDistance
- = Vector2.Distance(previousPositionFingerOne, previousPositionFingerTwo);
- // Calculate the difference between the two and use that to alter the scale
- float scaleChange = (currentDistance - previousDistance) * .01f;
- return scaleChange;
- }
- public Vector3 CurrentAccelerometerReading(string theAction)
- {
- return GetInput(theAction).CurrentAccelerometerReading;
- }
- }
- }
GestureDefinition.cs
- using System;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Input.Touch;
- namespace InputHandlerDemo.Inputs
- {
- /// <summary>
- /// 手势定义
- /// </summary>
- class GestureDefinition
- {
- public GestureType Type;
- public Rectangle CollisionArea;
- public GestureSample Gesture;
- public Vector2 Delta;
- public Vector2 Delta2;
- public Vector2 Position;
- public Vector2 Position2;
- public GestureDefinition(GestureType theGestureType, Rectangle theGestureArea)
- {
- Gesture = new GestureSample(theGestureType, new TimeSpan(0),
- Vector2.Zero, Vector2.Zero,
- Vector2.Zero, Vector2.Zero);
- Type = theGestureType;
- CollisionArea = theGestureArea;
- }
- public GestureDefinition(GestureSample theGestureSample)
- {
- Gesture = theGestureSample;
- Type = theGestureSample.GestureType;
- CollisionArea = new Rectangle((int)theGestureSample.Position.X,
- (int)theGestureSample.Position.Y, 5, 5);
- Delta = theGestureSample.Delta;
- Delta2 = theGestureSample.Delta2;
- Position = theGestureSample.Position;
- Position2 = theGestureSample.Position2;
- }
- }
- }
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