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Reading Text Input
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In this chapter, you will
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Discover how the keyboard works in Microsoft XNA. Use enumerated types. Use arrays and references. Work with strings of text. Create a message board program.
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Using the Keyboard in XNA
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The Xbox itself does not have a keyboard, but you can plug any Universal Serial Bus (USB) keyboard into an Xbox and it will work. XNA programs use the keyboard in the same way whether they are running on an Xbox or a Microsoft Windows PC. In this chapter, you explore how you can use the keyboard in your XNA games. At the same time, you find out more about how C# programs can manipulate text.
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Program Project: Message Board
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The next program you make won t be a game as such, but rather an extension to one of your earlier programs. You create a message board that can be used to display text for all to see. You can use this to tell people where you are. (Really cool kids might have one on the outside of their bedroom door to show when they are free/busy and leave helpful messages for parents like Please clean. ) Or you could use it in the living room on the big-screen TV to avoid talking to people.
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Creating the Message Board Project
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You can use an earlier project, the BigClock project in the 06 3D Clock MoodLight folder in the resources for 5, Writing Text, as the starting point of your message board. This provides a clock (which would be a nice thing to have on the message board) and also has the code that lets you display text on the screen.
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Part II
Images, Sound, and Text
Registering Key Presses
You ve used the keyboard before in the Color Nerve game in 3, Getting Player Input. You used it alongside the gamepad as follows:
GamePadState pad1 = GamePad.GetState(PlayerIndex.One); KeyboardState keys = Keyboard.GetState(); if (pad1.Buttons.B == ButtonState.Pressed || keys.IsKeyDown(Keys.R)) { redIntensity++; }
This code increases the intensity of the red part of your color if the B button on the gamepad is pressed or the R key is pressed on the keyboard. The IsKeyDown method is provided with a parameter that tells it which key to test for. If that key is pressed down, the method returns true. By calling IsKeyDown with different parameters, you can check to see if particular keys are pressed. This is particularly useful in a game situation because a player might be holding down several keys at once, such as holding down an arrow key to move a spaceship as well as pressing the spacebar to fire a weapon. The previous code is using inputs in a level-sensitive mode in that so long as the R key is held down, the intensity value increases. However, you ve seen that this is not always how you want to use inputs. Sometimes you want them to be edge-triggered so that you register an event only when something changes. You used edge-triggered events to detect button presses to create the button-bashing games in 6, Creating a Multi-Player Game, and also in the reaction timer game in 7, Playing Sounds. For a keyboard to be useful, it must be edge-triggered; you want to know only when the key changes from up to down. You can t just say that a key has been pressed if IsKeyDown says it s down at any particular time. There are two reasons that you can t do this. The first is that if you test the keyboard 60 times a second, your program might decide that a particular key has been pressed 60 times a second. The second reason is that when people type, they often press several keys at once. When I type the word the, I find that as I press the h character, I still have the t held down. This is called rollover, and hardware designers have been dealing with this ever since keyboards were first used on computers. So you need to write some kind of keyboard edge-triggered code. Note At th s po nt, t s worth ment on ng that read ng text from a keyboard n XNA s a ot
tr ck er than read ng text n other programm ng env ronments Th s s because n XNA, the keyboard hand ng s rea y des gned for p ay ng games
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