XNA中的鼠标,键盘与操纵杆
XNA中的鼠标,键盘与操纵杆
电子科技大学软件学院03级02班 周银辉
1, 鼠标
对于鼠标有专门的Mouse类. 要检测鼠标的状态,可以通过Mouse类的静态函数GetMouseState()函数, 它将返回一个MouseState对象. 该对象保存了当前鼠标的状态信息. 比如其LeftButton属性指示当前鼠标左键是否被按下或释放.其它鼠标属性值同理.
而执行鼠标检测的代码您应该在Game的 Update(GameTime gameTime)方法中执行. 除此之外,Game是默认隐藏鼠标的,为了显示鼠标您应该将其IsMouseVisible属性设置为true.
这是一段示例代码:
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the default game to exit on Xbox 360 and Windows
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
//mouse
MouseState mouseState = Mouse.GetState();
if (mouseState.LeftButton == ButtonState.Pressed)
{
//
}
![](/Images/OutliningIndicators/InBlock.gif)
base.Update(gameTime);
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
}
2 键盘
与鼠标类似, 键盘有一个专门的Keyboard类, 要检测键盘的状态请使用Keyboard类的静态方法GetKeyboardState(),它将返回一个KeyboardState对象,该对象保存了当前的键盘状态. 要检测某个键是否被按下或释放可以使用其IsKeyDown(Keys key)或IsKeyUp(Keys key)方法. 除此之外您还可以使用其GetPressedKeys()方法获取当前被同时按下的几个键.
与鼠标类似,检测也应该在Update(GameTime gameTime)方法中执行.
这是一段示例代码:
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the default game to exit on Xbox 360 and Windows
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
//key
KeyboardState keyState = Keyboard.GetState();
Keys[] keys = keyState.GetPressedKeys();
foreach (Keys key in keys)
{
//
}
base.Update(gameTime);
![](/Images/OutliningIndicators/InBlock.gif)
}
电子科技大学软件学院03级02班 周银辉
1, 鼠标
对于鼠标有专门的Mouse类. 要检测鼠标的状态,可以通过Mouse类的静态函数GetMouseState()函数, 它将返回一个MouseState对象. 该对象保存了当前鼠标的状态信息. 比如其LeftButton属性指示当前鼠标左键是否被按下或释放.其它鼠标属性值同理.
而执行鼠标检测的代码您应该在Game的 Update(GameTime gameTime)方法中执行. 除此之外,Game是默认隐藏鼠标的,为了显示鼠标您应该将其IsMouseVisible属性设置为true.
这是一段示例代码:
![](/Images/OutliningIndicators/ExpandedBlockStart.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/ExpandedBlockEnd.gif)
![](/Images/OutliningIndicators/None.gif)
![](/Images/OutliningIndicators/ExpandedBlockStart.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/ExpandedSubBlockEnd.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/ExpandedBlockEnd.gif)
2 键盘
与鼠标类似, 键盘有一个专门的Keyboard类, 要检测键盘的状态请使用Keyboard类的静态方法GetKeyboardState(),它将返回一个KeyboardState对象,该对象保存了当前的键盘状态. 要检测某个键是否被按下或释放可以使用其IsKeyDown(Keys key)或IsKeyUp(Keys key)方法. 除此之外您还可以使用其GetPressedKeys()方法获取当前被同时按下的几个键.
与鼠标类似,检测也应该在Update(GameTime gameTime)方法中执行.
这是一段示例代码:
![](/Images/OutliningIndicators/ExpandedBlockStart.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/ExpandedBlockEnd.gif)
![](/Images/OutliningIndicators/None.gif)
![](/Images/OutliningIndicators/ExpandedBlockStart.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/ExpandedSubBlockEnd.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/InBlock.gif)
![](/Images/OutliningIndicators/ExpandedBlockEnd.gif)
![](/Images/OutliningIndicators/None.gif)
3 操纵杆
其有一个专门的类叫做GamePad,检测其状态请使用GetState()方法. 没玩过Xbox360,其操纵杆的参数还不太熟悉. 但至少有一点是值得注意的,操纵杆要进行速度测试,其被保存在GamePadState对象的ThumbSticks属性中.其它的基本与鼠标和键盘类似