Skip to content

Fix ExitOnEscape behavior inconsistency in input management tutorial #163

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -366,23 +366,24 @@ Now that we have our input management system complete, we will update our game t

The `Core` class serves as our base game class, so we will update it to add and expose the `InputManager` globally. Open the *Core.cs* file in the *MonoGameLibrary* project and update it to the following:

[!code-csharp[](./snippets/core.cs?highlight=5-6,39-47,103-104,107-118)]
[!code-csharp[](./snippets/core.cs?highlight=5-6,39-47,91-92,106–107,110–121)]

The key changes to the `Core` class are:

1. Added the `using MonoGameLibrary.Input;` directive to access the `InputManager` class.
2. Added a static `Input` property to provide global access to the input manager.
3. Added a static `ExitOnEscape` property to set whether the game should exit when the Escape key on the keyboard is pressed.
4. In `Initialize` the input manager is created.
5. Added an override for the `Update` method where:
4. In the `Core` constructor, `ExitOnEscape` is set to true by default to mirror how the default MonoGame `Game1` class template has this functionality by default.
5. In `Initialize` the input manager is created.
6. Added an override for the `Update` method where:
1. The input manager is updated
2. A check is made to see if `ExitOnEscape` is true and if the Escape keyboard key is pressed.

### Updating the Game1 Class

Now we can update our `Game1` class to use the new input management system through the `Core` class. Open `Game1.cs` in the game project and update it to the following:

[!code-csharp[](./snippets/game1.cs?highlight=1,7,75,81,87,93,99,107,112,115,119,125,127-128,133,139,145,151)]
[!code-csharp[](./snippets/game1.cs?highlight=1,7,73,79,85,91,97,105,110,113,117,123,125-126,131,137,143,149)]

The key changes to the `Game1` class are:

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -87,6 +87,9 @@ public Core(string title, int width, int height, bool fullScreen)

// Mouse is visible by default.
IsMouseVisible = true;

// Exit on escape is true by default
ExitOnEscape = true;
}

protected override void Initialize()
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -50,9 +50,6 @@ protected override void LoadContent()

protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();

// Update the slime animated sprite.
_slime.Update(gameTime);

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -311,7 +311,7 @@ If you run the game right now and move the slime around, you will notice a few i

We can now implement these features using collision detection and response in our game. In the *DungeonSlime* project (your main game project), open the `Game1.cs` file and make the following changes to the `Game1` class:

[!code-csharp[](./snippets/game1.cs?highlight=1,5,25-29,40-45,79-179,184-196,296-297)]
[!code-csharp[](./snippets/game1.cs?highlight=1,5,25-29,40-45,76–176,181–193,293–294)]

The key changes made here are:

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -61,9 +61,6 @@ protected override void LoadContent()

protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();

// Update the slime animated sprite.
_slime.Update(gameTime);

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -186,7 +186,7 @@ This tilemap configuration creates a simple dungeon layout with walls around the

With all of the assets now in place and configured, we can update the `Game1` class to load the tilemap and draw it. We will also need to update the collision logic so that the boundary is no longer the edge of the screen, but instead the edges of the wall tiles of the tilemap. Open `Game1.cs` and make the following updates:

[!code-csharp[](./snippets/game1.cs?highlight=31-35,46-61,80-82,112,114,116,128,121,123,125,127,145,148,150,153,156,159,161,164,179-181,303-304)]
[!code-csharp[](./snippets/game1.cs?highlight=31-35,46-61,80-82,109,111,113,125,118,120,122,124,142,145,147,150,153,156,158,161,176–178,300–301)]

The key changes to the `Game1` class include:

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -84,9 +84,6 @@ protected override void LoadContent()

protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();

// Update the slime animated sprite.
_slime.Update(gameTime);

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -175,7 +175,7 @@ Add these files to your content project using the MGCB Editor:

Next, open the `Game1.cs` file and update it to the following:

[!code-csharp[](./snippets/game1.cs?highlight=3,6,39-43,92-111,203-204,222-223)]
[!code-csharp[](./snippets/game1.cs?highlight=3,6,39-43,92-111,200-201,219-220)]

The key changes here are:

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -113,9 +113,6 @@ protected override void LoadContent()

protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();

// Update the slime animated sprite.
_slime.Update(gameTime);

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -117,7 +117,7 @@ Now that we have the audio controller class complete, we can update the game to

The `Core` class serves as our base game class, so we will update it first to add and expose the `AudioController` globally. Open the `Core.cs` file in the *MonoGameLibrary* project and update it to the following:

[!code-csharp[](./snippets/core.cs?highlight=6,50-53,112-113,116-122,129-130)]
[!code-csharp[](./snippets/core.cs?highlight=6,50-53,115–116,119–125,132–133)]

The key changes made here are:

Expand All @@ -131,7 +131,7 @@ The key changes made here are:

Next, update the `Game1` class to use the audio controller for audio playback. Open `Game1.cs` and make the following updates:

[!code-csharp[](./snippets/game1.cs?highlight=45-46,77-78,104-105,197-198,216-217,270-288)]
[!code-csharp[](./snippets/game1.cs?highlight=45-46,77-78,104-105,194–195,213–214,267–285)]

> [!NOTE]
> Note there were a lot of replacements in the `LoadContent` method, switching from loading and initializing the background Song and replacing it with a call to the new `AudioController` to do all the work managing the Song reference. Much cleaner.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -93,6 +93,9 @@ public Core(string title, int width, int height, bool fullScreen)

// Mouse is visible by default.
IsMouseVisible = true;

// Exit on escape is true by default
ExitOnEscape = true;
}

protected override void Initialize()
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -107,9 +107,6 @@ protected override void LoadContent()

protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();

// Update the slime animated sprite.
_slime.Update(gameTime);

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -217,7 +217,7 @@ The key changes here are:

Finally, open the `Game1.cs` file and make the following changes:

[!code-csharp[](./snippets/game1.cs?highlight=48-58,93-99,129-130,244-245,389-400)]
[!code-csharp[](./snippets/game1.cs?highlight=48-58,93-99,129-130,240-241,385-396)]

The key changes made are:

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -131,9 +131,6 @@ protected override void LoadContent()

protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();

// Update the slime animated sprite.
_slime.Update(gameTime);

Expand Down
2 changes: 1 addition & 1 deletion articles/tutorials/building_2d_games/17_scenes/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -93,7 +93,7 @@ With the Base scene implementation complete, we can now use it to create actual

With the base `Scene` class defined, the `Core` class needs to be updated to handle management of the scenes, including update, drawing, and changing scenes. Open the `Core.cs` file in the *MonoGameLibrary* project and make the following changes:

[!code-csharp[](./snippets/core.cs?highlight=8,21-25,144-155,160-169,171-179,181-205)]
[!code-csharp[](./snippets/core.cs?highlight=8,21-25,147–158,163–172,174–182,184–208)]

The key changes here are:

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -100,6 +100,9 @@ public Core(string title, int width, int height, bool fullScreen)

// Mouse is visible by default.
IsMouseVisible = true;

// Exit on escape is true by default
ExitOnEscape = true;
}

protected override void Initialize()
Expand Down