Ammo count Xna / Monogame - xna

I'm trying to minus 1 from the Player Ammo every time the spacebar is pressed.
However anytime I press the space bar, it subtracts a lot more then one from the Player Ammo int.
Here's my code:
int player1Ammo = 5;
Retrieve the current state of the keyboard:
KeyboardState keyboardState = Keyboard.GetState();
KeyboardState _previousKeyboardState = keyboardState;
if (Keyboard.GetState().IsKeyDown(Keys.Space))
{
player1Ammo -= 1; FireBullet();
}
How do I fix that issue I'm getting?

In your case if (Keyboard.GetState().IsKeyDown(Keys.Space)) mean not "if Space pressed". It mean "while Space pressed", becouse game call Update method 60 (by default) times per second. You cannot press and release button faster then 1/60 second, so while it pressed each time this expression will be true. And each time it repeat your code.
Do it like that:
class Game1 : Game
{
private bool isKeyPressed;
void Update()
{
KeyboardState keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Space))
{
if (!isKeyPressed)
{
isKeyPressed = true;
// do what you need when key pressed
}
}
else if(keyboardState.IsKeyUp(Keys.Space))
{
if (isKeyPressed)
{
isKeyPressed = false;
// do what you need when key released
}
}
}
}
Update
My own solution on BitBucket (write me if link will be broken).
Create instance of CustomKeyInputManager, register keys you want and update it every frame. Check when keys pressed, released, hold and so on.

Related

Pagination Of ListView On Scrolling In Xamarin.Android

Can Any one help Me on How to Implement on Handling Pagination on Scrolling of listview in xamarin.android .any link or any sample wil be helpful
Well, Android pagination is quite easy in comparison to iOS and can be done as follows:
public class EndlessScrollListener : Java.Lang.Object, Android.Widget.AbsListView.IOnScrollListener
{
private int visibleThreshold = 5;
private int currentPage = 0;
private int previousTotal = 0;
private bool loading = true;
public EndlessScrollListener()
{
}
public EndlessScrollListener(int visibleThreshold)
{
this.visibleThreshold = visibleThreshold;
}
public void OnScroll(AbsListView view, int firstVisibleItem, int visibleItemCount, int totalItemCount)
{
if (loading)
{
if (totalItemCount > previousTotal)
{
loading = false;
previousTotal = totalItemCount;
currentPage++;
}
}
if (!loading && (totalItemCount - visibleItemCount) <= (firstVisibleItem + visibleThreshold))
{
// I load the next page of gigs using a background task,
// but you can call any function here.
//new LoadGigsTask().execute(currentPage + 1);
loading = true;
}
}
public void OnScrollStateChanged(AbsListView view, [GeneratedEnum] ScrollState scrollState)
{
// throw new NotImplementedException();
}
}
Then set it to the listview as follows:
List.SetOnScrollListener(new EndlessScrollListener());
Working of code:
visibleThreshold – The minimum amount of items to have below your current scroll position, before loading more.
currentPage – The current page of data you have loaded.
previousTotal – The total number of items in the dataset after the last load.
loading – True if we are still waiting for the last set of data to load.
Next, we have a couple of constructors that allow us to set the visibleThreshold inline if we want.
The first overridden method we have is called every time the list is scrolled. This happens many times a second during a scroll, so be wary of the code you place here. We are given a few useful parameters to help us work out if we need to load some more data, but first, we check if we are waiting for the previous load to finish.
If it’s still loading, we check to see if the dataset count has changed, if so we conclude it has finished loading and update the current page number and total item count.
If it isn’t currently loading, we check to see if we have breached the visibleThreshold and need to reload more data. If we do need to reload some more data, we execute a background task and set the loading flag to true. Thus solving the problem forever!
The last method in the class we do not need, however, if you’re interested, it is primarily used for tracking changes in the scroll action itself via the scrollState parameter.
Finally, the code to call the class creates a new instance of EndlessScrollListener and bind’s it to a ListView of mine. Of course, put your own ListView in place of List.

How to keep multiple SKSpriteNode loosely together

How can I ensure the cards always stay close to each other as shown below?
The player may pick one or more cards, and I need to ensure the remaining cards snap back together. Also if the player abandons picking (thats is draws out and releases), they need to come back together.
What is the best way to go about building this?
I do not know about a "best way", but one way would be to have a place holder node, and when your card is not at (0,0) on the place holder, send it back.
example:
class PlayingCard : SKSpriteNode
{
override var position : CGPoint
{
didSet
{
if self.position != CGPoint.zero, actionForKey("reset") == nil
{
self.run(SKAction.moveTo(CGPoint.zero,duration:0.5).withKey:"reset")
}
}
}
}
To use:
class GameScene
{
.....
//however you are setting this up
let placeHolder = SKNode()
placeHolder = placeHolderPosition
let card = PlayingCard()
placeHolder.addChild(card)
self.addChild(placeHolder)
....
}
Now keep in mind, depending on how you are moving your card, the didSet may not be getting called on it, so you may have to do this in the update, or you can cheat and in update just do:
func update()
{
...
// do my stuff
...
//maintain an array of all your playing cards
playingCards.forEach{$0.position = $0.position}
}

Double tap using Appium Java 2.0

I couldn't find an implementation of a double tap for Appium that was straightforward and allowed you to pass in the element locator strategy, so here goes:
public static void doubleTapElementBy(By by) {
WebElement el = getDriver().findElement(by);
MultiTouchAction multiTouch = new MultiTouchAction(getDriver());
TouchAction action0 = new TouchAction(getDriver()).tap(el).waitAction(50).tap(el);
try {
multiTouch.add(action0).perform();
} catch (WebDriverException e) {
logger.info("Unable to do second tap on element, probably because element requieres single tap on this Android version");
}
}
You can also try below approach using tap method in TouchAction class.
TouchAction taction = new TouchAction(driver);
taction.tap(tapOptions().withElement(ElementOption.element(YOUR_WebElement))
.withTapsCount(2)).perform();
You will need to add below static import as well:
import static io.appium.java_client.touch.TapOptions.tapOptions;
This is a workaround in pseudocode and possibly there's a more "official" way to do it, but it should do the work if no other solution is available:
Interpretmessages(){
switch(msg)
{
OnClick:
{ if (lastClicked - thisTime() < 0.2) //if it was clicked very recently
{doubleTapped()} //handle it as a double tap
else{lastClicked = thisTime()} //otherwise keep the time of the tap
} //end of OnClick
} //End of Message Handler
}//End of switch
}//End of messageHandler
If you have access to ready timer functions, you can set a function to be executed 0.2s after the click has gone off:
OnClick: if (!functionWaiting) // has the timer not been set?
{
enableTimer(); // set a function to go off in x time
clicks = 0; //we'll tell it that there's been one click in a couple of lines
} //set it for the first click
clicks++; //if it's already clicked, it'll become 2 (double tap) otherwise it's just one
So, the idea is that when you get a tap, you check if there's been another one recently (a. by checking the relative times, b. by checking if the function is still pending) and you handle it dependingly, only note that you will have to implement a timer so your function fires a bit later so you have time to get a second tap
The style draws upon the Win32's message handling, I'm pretty sure it works there, it should work for you too.
Double tap and hold -- Use below code:
new TouchAction(driver).press(112,567).release().perform().press(112,567).perform();
Double tap -- Use below code:
new TouchAction(driver).press(112,567).release().perform().press(112,567).release().perform();

Windows Phone - XNA game - Back button

I have some problem with my back button. In my game I have two screens. One with title (menu) and second with the game. When I use once back button i pause game and back to title screen. When i use it again I need to kill the app process. How can i do that? Down below i show u how I use back button. I try use 2 gestures, but when I declared them nothing go right.
That's how i declared gesture in Initialize():
TouchPanel.EnabledGestures = GestureType.FreeDrag
First I declared
bool IsPlayingGame = true;
int endGame= 0;
Then in function Update:
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
{
if (!IsPlayingGame) this.Exit();
}
if (isTitleScreenShown)
{
UpdateGameScreen();
}
else if (isGameSceenShown)
{
UpdateTitleScreen();
// TODO: Add your update logic here
/* MY FUNCTIONS */
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
{
if (endGame == 5) base.Exit();
}
}
base.Update(gameTime);
In Visual studio, it works. I thought great, but on Nokia phone it doesn't. Why? Any help?
In the GamePage.xaml.cs there should be a method protected override void OnNavigatedFrom(NavigationEventArgs e)
This method is triggered when you touch the 'back' button on your device.

ListField and button focus issue in same screen

Hello all i stuck at one problem. I have implemented a ListField in one Screen. On top of the Screen i have used one HorizontalFieldManager to hold a TitleLabel and Two Butons. I have pushed some screen on all the rows of the listfield. My problem is, letSuppose when i am on 4th row and i have selected what i want then when i clicking on the button, then the button worked but the screen which i have implemented at 4th row also appear how to avoid it. I am testing it on storm 9550 simulator and using Blackberry eclipse plugin5.0 . I am running out of idea please help me .
navigation click is like this
protected boolean navigationClick(int status, int time) {
selectListAndButton();
return true;
}
//And here is the selectListAndButton Method
private selectListAndButton(){
Field field = getFieldWithFocus().getLeafFieldWithFocus();
if(field == backCustomButton){
//Popped the active Screen
}else if(field == saveCustomButton){
//Saving some Data to the Database And pushing another Screen here
// problem comes here if i am at 2nd row of the listfield and selects
something from there and clicked on the button the screen which was
implemented at 2nd row also appears
}
else if (_list.getSelectedIndex() == 0){
//Called a date picker
}
else if (_list.getSelectedIndex() == 1){
//Pushed some another screen
}
else if (_list.getSelectedIndex() == ){
//Pushed some another screen
}
You need to override onTouch for Screen and call specific functionality depend on event coordinates and Field boundaries:
protected boolean touchEvent(TouchEvent message) {
if (isTouchInside(message, saveCustomButton)) {
save();
} else {
showNextScreen();
}
}
private boolean isTouchInside(TouchEvent messages, Field field) {
int eventCode = message.getEvent();
int touchX = message.getX(1);
int touchY = message.getY(1);
XYRect rect = field.getContentRect();
return rect.contains(touchX, touchY);
}
I had solved it. but posting the answer late. I just dropped the idea of using ListField because i dont have so much rows to add. So i have just used the little trick rather using ListField i have used HorizontalFieldManager and its look like a List so everything working fine.
Thanks cheers :)

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