public void buttonReleased(Keys releasedButton) { if (releasedButton == Keys.B) { deployBomb = false; return; } if (currentKey == releasedButton) { switch (releasedButton) { case Keys.W: case Keys.S: case Keys.A: case Keys.D: pressedDirection = Game.Direction.None; updatedInput = true; currentKey = Keys.End; break; case Keys.B: deployBomb = false; currentKey = Keys.End; break; } } }
/// <summary> /// This function will check for new inpout and return true is this is the case, /// otherwise return false. /// </summary> public Input CheckInput() { deployBomb = false; // Check movement input if (Keyboard.IsKeyDown(Key.W)) { pressedDirection = Direction.North; } else if (Keyboard.IsKeyDown(Key.S)) { pressedDirection = Direction.South; } else if (Keyboard.IsKeyDown(Key.A)) { pressedDirection = Direction.West; } else if (Keyboard.IsKeyDown(Key.D)) { pressedDirection = Direction.East; } else { pressedDirection = Direction.None; } // Check action input if (Keyboard.IsKeyDown(Key.B)) { deployBomb = true; } return(new Input(pressedDirection, deployBomb)); }
public void buttonPressed(Keys pressedButton) { if (pressedButton == Keys.B) { deployBomb = true; return; } if (currentKey != pressedButton) { currentKey = pressedButton; switch (pressedButton) { case Keys.W: pressedDirection = Game.Direction.North; updatedInput = true; break; case Keys.S: pressedDirection = Game.Direction.South; updatedInput = true; break; case Keys.A: pressedDirection = Game.Direction.West; updatedInput = true; break; case Keys.D: pressedDirection = Game.Direction.East; updatedInput = true; break; case Keys.B: deployBomb = true; break; default: pressedDirection = Game.Direction.None; break; } } }
public Input(Direction movement, bool deployBomb) { MovementInput = movement; DeployBomb = deployBomb; }