Cannot get keyboard input to function still.

This commit is contained in:
hellka7
2025-04-13 17:11:34 -07:00
parent d6842844d1
commit 409d602362
5 changed files with 112 additions and 80 deletions
+8 -1
View File
@@ -7,6 +7,12 @@ namespace LunaLightXMG
{
public class Enemy
{
public Level Level
{
get { return level; }
}
Level level;
private float hsp; // Horizontal speed
private float hspPrev;
private float vsp; // Vertical speed
@@ -38,8 +44,9 @@ namespace LunaLightXMG
random = new Random(42);
}
public Enemy(Vector2 initPosition, float initHsp, ContentManager Content)
public Enemy(Level level, Vector2 initPosition, float initHsp, ContentManager Content)
{
this.level = level;
hsp = initHsp;
vsp = 0;
hsp_frac = 0;
+46 -42
View File
@@ -9,7 +9,7 @@ using Microsoft.Xna.Framework.Audio;
namespace LunaLightXMG
{
class Level : Game, IDisposable
public class Level : Game, IDisposable
{
// Objects
private Camera2D camera2D;
@@ -20,7 +20,7 @@ namespace LunaLightXMG
private int retroHeight = 180;
// Entities
private List<Enemy> enemies = new List<Enemy>();
private List<Enemy> enemies;
private int numberOfEnemies;
public Player Player
{
@@ -78,8 +78,13 @@ namespace LunaLightXMG
#region Loading
// Level Definition
public Level(SpriteBatch spriteBatch, RenderHandler render_handler)
public Level(IServiceProvider serviceProvider,SpriteBatch spriteBatch, RenderHandler render_handler)
{
// Create content manager to load content used by just this level.
content = new ContentManager(serviceProvider, "Content");
renderHandler = render_handler;
// Initialize camera
camera2D = new Camera2D(retroWidth, retroHeight);
// camera test - set level bounds
@@ -99,6 +104,7 @@ namespace LunaLightXMG
Vector2 initPlayerPosition = new Vector2(163, 0);
player = new Player(initPlayerPosition);
playerInput = new PlayerInput();
playerInput.HasControl = true;
player.LoadContent(Content);
// Init number of platforms / enemies
@@ -106,7 +112,7 @@ namespace LunaLightXMG
numberOfEnemies = 10;
// Load enemies
SpawnEnemies(numberOfEnemies);
enemies = SpawnEnemies(numberOfEnemies);
@@ -129,52 +135,53 @@ namespace LunaLightXMG
platforms = PlatformGenerator.CreatePlatforms(numberOfPlatforms);
}
private void SpawnEnemies(int numOfEnemies)
private List<Enemy> SpawnEnemies(int numOfEnemies)
{
enemies = new List<Enemy>();
List<Enemy> newEnemies = new List<Enemy>();
for (int i = 0; i < numOfEnemies; i++)
{
Vector2 spawnPosition = new Vector2(16 + i * 3, -16);
enemies.Add(new Enemy(spawnPosition, utilities.RandomFromRange(1,3), Content));
Enemy enemy = new(spawnPosition, random.Next(1,3));
enemy.LoadContent(Content);
newEnemies.Add(enemy);
}
return newEnemies;
}
#endregion
#region Update
public void Update(GameTime gameTime)
public void Update(GameTime gameTime, KeyboardState keyboardState)
{
// Temporary quit game
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
if (keyboardState.IsKeyDown(Keys.Escape))
Exit();
// Check for game reset
if (Keyboard.GetState().IsKeyDown(Keys.R))
if (keyboardState.IsKeyDown(Keys.R))
ResetGame();
else
{
// Update player
playerInput.Update();
player.Update(gameTime, playerInput, platforms);
// Update Enemies
foreach(var enemy in enemies)
enemy.Update(gameTime, player, platforms);
// Update player
playerInput.Update(keyboardState);
player.Update(gameTime, playerInput, platforms);
// Test render handler
renderHandler.UpdateZoom();
// Update Enemies
foreach(var enemy in enemies)
enemy.Update(gameTime, player, platforms);
//Update camera position
camera2D.Follow(gameTime, player.position);
camera2D.UpdateScreenShake(gameTime);
// Test render handler
renderHandler.UpdateZoom();
// Camera testing
TestCameraWhilePlaying();
ToggleBackgroundMusic();
//Update camera position
camera2D.Follow(gameTime, player.position);
camera2D.UpdateScreenShake(gameTime);
// Update keyState
prevKeyState = Keyboard.GetState();
}
// Camera testing
TestCameraWhilePlaying();
ToggleBackgroundMusic();
// Update keyState
prevKeyState = Keyboard.GetState();
}
public void Dispose()
@@ -206,10 +213,10 @@ namespace LunaLightXMG
}
renderHandler.EndRenderTarget();
renderHandler.DrawRenderTarget();
// Debugging
DrawDebugInfo(spriteBatch);
renderHandler.DrawRenderTarget(player, debugFont, camera2D);
}
#endregion
@@ -233,7 +240,7 @@ namespace LunaLightXMG
}
}
private void ResetGame()
public void ResetGame()
{
// reset cam
camera2D.Rotation = 0;
@@ -253,10 +260,14 @@ namespace LunaLightXMG
LoadPlatforms();
}
#endregion
#region Testing
private void DrawDebugInfo(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
// Draw debug messages
spriteBatch.DrawString(debugFont, $"VSP: {player.vsp}", new Vector2(10, 10), Color.White);
spriteBatch.DrawString(debugFont, $"Grounded: {player.grounded}", new Vector2(10, 30), Color.White);
@@ -266,20 +277,13 @@ namespace LunaLightXMG
spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 130), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: U, Zoom normal: I, Zoom out: O", new Vector2(10, 210), Color.White);
spriteBatch.DrawString(debugFont, $"Press P to test screen shake.", new Vector2(10, 230), Color.White);
spriteBatch.DrawString(debugFont, $"Press M to toggle game music.", new Vector2(10, 250), Color.White);
spriteBatch.DrawString(debugFont, $"Press R to reset level.", new Vector2(10, 270), Color.White);
spriteBatch.End();
}
#endregion
#region Testing
private void ToggleBackgroundMusic()
{
KeyboardState currKeyState = Keyboard.GetState();
+26 -31
View File
@@ -6,6 +6,7 @@ using Microsoft.Xna.Framework.Media;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Reflection.Metadata;
namespace LunaLightXMG
{
@@ -14,8 +15,6 @@ namespace LunaLightXMG
// Class Objects
private Player player;
private PlayerInput playerInput;
private List<Enemy> enemies;
private int numOfEnemies;
private GraphicsDeviceManager graphics;
private Camera2D camera2D;
private SpriteBatch spriteBatch;
@@ -28,29 +27,13 @@ namespace LunaLightXMG
private RenderHandler renderHandler;
bool resizing;
// Test sprites - eventually handle in a sprite manager?
private Texture2D platformTexture;
private Texture2D sinkArea;
// Test platforms
private Platform[] platforms;
private int numOfPlatforms;
// Level Object
private Level level;
// Music
private SoundEffect sinkBeats;
private SoundEffectInstance backgroundMusicInstance;
// Debugging
private SpriteFont debugFont;
private Texture2D debugGrid;
// Keyboard input
private KeyboardState prevKeyState;
// Util
Utilities util;
// Input
// We store our input states so that we only poll once per frame,
// then we use the same input state wherever needed
private KeyboardState keyboardState;
public LunaLightGame()
{
@@ -58,13 +41,14 @@ namespace LunaLightXMG
Content.RootDirectory = "Content";
IsMouseVisible = true;
//Vector2 initPlayerPosition = new Vector2(163,0);
//player = new Player(initPlayerPosition);
//playerInput = new PlayerInput();
Window.ClientSizeChanged += OnClientSizeChanged;
Window.AllowUserResizing = true;
IsMouseVisible = true;
playerInput = new PlayerInput();
//level = new Level(spriteBatch, renderHandler);
}
protected override void Initialize()
@@ -73,8 +57,6 @@ namespace LunaLightXMG
graphics.PreferredBackBufferWidth = 1920;
graphics.PreferredBackBufferHeight = 1080;
graphics.ApplyChanges();
playerInput.HasControl = true; // May need to find a new home for this
base.Initialize();
}
@@ -87,24 +69,38 @@ namespace LunaLightXMG
if (level != null)
level.Dispose();
level = new Level(spriteBatch, renderHandler);
level = new Level(Services, spriteBatch, renderHandler);
}
protected override void Update(GameTime gameTime)
{
level.Update(gameTime);
HandleInput(gameTime);
level.Update(gameTime, keyboardState);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
level.Draw(gameTime, spriteBatch);
base.Draw(gameTime);
}
#region Methods
private void HandleInput(GameTime gameTime)
{
keyboardState = Keyboard.GetState();
// Temporary quit game - eventually handle in a pause menu class
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if (keyboardState.IsKeyDown(Keys.R))
level.ResetGame();
}
private void OnClientSizeChanged(object sender, EventArgs eventArgs)
{
if (!resizing && Window.ClientBounds.Width > 0 && Window.ClientBounds.Height > 0)
@@ -116,7 +112,6 @@ namespace LunaLightXMG
}
#endregion
}
+3 -3
View File
@@ -18,14 +18,14 @@ namespace LunaLightXMG
public bool KeyAttack { get; private set; }
public bool KeyWallClimb { get; private set; }
public void Update()
public void Update(KeyboardState keyboardState)
{
if (HasControl)
{
if (Controller)
{
// If using controller, switch to keyboard by pressing any key
if (Keyboard.GetState().GetPressedKeys().Length > 0)
if (keyboardState.GetPressedKeys().Length > 0)
{
// TODO: Insert logic to create the objMouseJoyStick instance
Controller = false;
@@ -72,7 +72,7 @@ namespace LunaLightXMG
}
// Keyboard input
KeyboardState keyboardState = Keyboard.GetState();
//KeyboardState keyboardState = Keyboard.GetState();
KeyLeft = keyboardState.IsKeyDown(Keys.A) ? 1 : 0;
KeyRight = keyboardState.IsKeyDown(Keys.D) ? 1 : 0;
+26
View File
@@ -101,5 +101,31 @@ namespace LunaLightXMG
spriteBatch.End();
}
public void DrawRenderTarget(Player player, SpriteFont debugFont, Camera2D camera2D)
{
spriteBatch.Begin(samplerState: SamplerState.PointClamp);
spriteBatch.Draw(renderTarget, renderDestination, Color.White);
DebugInfo(player, debugFont, camera2D);
spriteBatch.End();
}
public void DebugInfo(Player player, SpriteFont debugFont, Camera2D camera2D)
{
// Draw debug messages
spriteBatch.DrawString(debugFont, $"VSP: {player.vsp}", new Vector2(10, 10), Color.White);
spriteBatch.DrawString(debugFont, $"Grounded: {player.grounded}", new Vector2(10, 30), Color.White);
spriteBatch.DrawString(debugFont, $"Walled: {player.walled}", new Vector2(10, 50), Color.White);
spriteBatch.DrawString(debugFont, $"Position: {player.position}", new Vector2(10, 70), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
spriteBatch.DrawString(debugFont, $"Render Target Zoom: {ZoomLevel}", new Vector2(10, 130), Color.White);
spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: U, Zoom normal: I, Zoom out: O", new Vector2(10, 210), Color.White);
spriteBatch.DrawString(debugFont, $"Press P to test screen shake.", new Vector2(10, 230), Color.White);
spriteBatch.DrawString(debugFont, $"Press M to toggle game music.", new Vector2(10, 250), Color.White);
spriteBatch.DrawString(debugFont, $"Press R to reset level.", new Vector2(10, 270), Color.White);
}
}
}