XNA控件设置 [英] XNA Controls Settings

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本文介绍了XNA控件设置的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我在编辑游戏控件时遇到了一个大问题.我有一个游戏内按钮,当您单击它时.出现选择您的密钥.."文本,但我不知道如何进行实际设置.

我做了一个等待输入"的提示.这不是真实的代码,而是我想像的样子

if (buttonIsClicked) waitinForInput = true;

while(waitingForInput)
{
kbState = Keyboard.GetState();
somehow convert it to Keys.(STH);
if (Keys.STH != defaultKeys)
{
defaultKeys = Keys.STH;
waitingForInput = false;
}
}

有没有办法做到这一点..我能做到最简单吗?对不起,我英语不好..

谢谢您的帮助..:-)

解决方案

类似以下内容:

 KeyboardState currentKeyboardState = new KeyBoardState();
 KeyboardState previousKeyboardState = new KeyBoardState();

 Keys jumpKey = Keys.Space;

 public void handleInput()
 {
     lastKeyboardState = currentKeyboardState;

     currentKeyboardState = Keyboard.GetState(PlayerIndex.One);

     bool waitingForKey = false;

     if(currentKeyboardState.IsKeyDown(Keys.A) && waitingForKey == false)
     {
         waitingForKey = true;            
     }

     if(waitingForKey == true)
     {
          //currentKeyboardState.GetPressedKeys() returns a list of pressed keys,
          //So, currentKeyboardState.GetPressedKeys()[0] returns the first pressed key

          if(currentKeyboardState.GetPressedKeys().Count() > 0)
          {
            jumpKey = currentKeyboardState.GetPressedKeys()[0];
            waitingForKey = false;
          }
     }
 }

I have a huge problem with editing controls for my game.. I have an ingame button and when you click it. The "Choose your key.." text appears, but I don't know how to actually set it up..

I have made a "waiting for input" bool.. THIS IS NOT THE REAL CODE IT'S HOW I IMAGINE IT TO BE

if (buttonIsClicked) waitinForInput = true;

while(waitingForInput)
{
kbState = Keyboard.GetState();
somehow convert it to Keys.(STH);
if (Keys.STH != defaultKeys)
{
defaultKeys = Keys.STH;
waitingForInput = false;
}
}

Is there a way to do this.. Simpliest as I can? And sorry for my bad english.. Made this in a hurry and not my native language..

Thanks for any help.. :-)

解决方案

Something like this:

 KeyboardState currentKeyboardState = new KeyBoardState();
 KeyboardState previousKeyboardState = new KeyBoardState();

 Keys jumpKey = Keys.Space;

 public void handleInput()
 {
     lastKeyboardState = currentKeyboardState;

     currentKeyboardState = Keyboard.GetState(PlayerIndex.One);

     bool waitingForKey = false;

     if(currentKeyboardState.IsKeyDown(Keys.A) && waitingForKey == false)
     {
         waitingForKey = true;            
     }

     if(waitingForKey == true)
     {
          //currentKeyboardState.GetPressedKeys() returns a list of pressed keys,
          //So, currentKeyboardState.GetPressedKeys()[0] returns the first pressed key

          if(currentKeyboardState.GetPressedKeys().Count() > 0)
          {
            jumpKey = currentKeyboardState.GetPressedKeys()[0];
            waitingForKey = false;
          }
     }
 }

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