private async void Form1_KeyDown(object sender, KeyEventArgs e) { switch (e.KeyCode) { case Keys.N: break; case Keys.W: _playerDirection = Direction.Up; e.Handled = true; break; case Keys.S: _playerDirection = Direction.Down; e.Handled = true; break; case Keys.A: _playerDirection = Direction.Left; e.Handled = true; break; case Keys.D: _playerDirection = Direction.Right; e.Handled = true; break; case Keys.Space: textBox1.AppendText(CurrentPlayer.Weapon._kiekKulkuYra.ToString() + Environment.NewLine); var bullet = CurrentPlayer.Shoot(); if (bullet == null) { textBox1.AppendText("OutOfAmmo" + Environment.NewLine); return; } bullet.shootingDir = GetBulletDirection(); await GameFacade.AddBulletToDatabase(bullet); e.Handled = true; break; case Keys.R: adapter.changePlayerState(CurrentPlayer); await GameFacade.UpdatePlayerToDatabase(CurrentPlayer); e.Handled = true; break; case Keys.P: Iterator i = wpns.CreateIterator(); object item = i.First(); textBox1.AppendText("Turimi ginklai"); while (item != null) { textBox1.AppendText(" " + item); item = i.Next(); } break; case Keys.O: Iterator u = fl.CreateIterator(); object item2 = u.First(); textBox1.AppendText("Sukurtos kliutys"); while (item2 != null) { textBox1.AppendText(" " + item2.GetType().Name); item2 = u.Next(); } break; case Keys.K: CurrentPlayer.addPoints(100); e.Handled = true; break; case Keys.L: org.setPoints(CurrentPlayer.points - 100); break; } }