private void PlayerPositionTransform(KeyEventArgs e, double beforeY, double beforeX) { switch (e.Key) { case System.Windows.Input.Key.Left: TransformPlayerLeft(beforeY, beforeX); break; case System.Windows.Input.Key.Right: TransformPlayerRight(beforeX, beforeY); break; case System.Windows.Input.Key.Down: TransformPlayerDown(beforeY, beforeX); break; case System.Windows.Input.Key.Up: TransformPlayerUp(beforeY, beforeX); break; case System.Windows.Input.Key.Q: MainWindow window = e.OriginalSource as MainWindow; window.Content = new Startowa(); window.KeyDown -= CanvasKeyPreview; window.ResizeMode = ResizeMode.CanResize; break; case System.Windows.Input.Key.P: PauseWindow pause = new PauseWindow(); pause.ShowDialog(); break; } }
private void Win_KeyDown(object sender, KeyEventArgs e) { if (e.Key == Key.Space && this.canShoot) { this.canShoot = false; this.gameLogic.PlayerShoot(); } else if (e.Key == Key.Left) { this.isMovingRight = false; } else if (e.Key == Key.Right) { this.isMovingRight = true; } else if (e.Key == Key.Escape) { this.gameLogic.GameStateSwitch(GameState.Paused); PauseWindow window = new PauseWindow(this.gameLogic); window.ShowDialog(); this.gameDisplay = new SpaceInvaderDisplay(this.gameLogic.Model); this.isMovingRight = null; this.gameLogic.GameStateSwitch(GameState.Running); InvalidateVisual(); } else if (this.gameLogic.Model.GameState == GameState.Finished && e.Key == Key.Enter) { Window.GetWindow(this).Close(); } }