public override void OnKeyDown(AGG.UI.KeyEventArgs keyEvent) { if (keyEvent.KeyCode == Keys.Space) { T cx = m_quad.xn(0).Add(m_quad.xn(1)).Add(m_quad.xn(2)).Add(m_quad.xn(3)).Divide(4); T cy = m_quad.yn(0).Add(m_quad.yn(1)).Add(m_quad.yn(2)).Add(m_quad.yn(3)).Divide(4); IAffineTransformMatrix <T> tr = MatrixFactory <T> .NewTranslation(cx.Negative(), cy.Negative()); tr.RotateAlong(MatrixFactory <T> .CreateVector2D(0, 0), (Math.PI / 2.0)); tr.Translate(MatrixFactory <T> .CreateVector2D(cx, cy)); T xn0 = m_quad.xn(0); T yn0 = m_quad.yn(0); T xn1 = m_quad.xn(1); T yn1 = m_quad.yn(1); T xn2 = m_quad.xn(2); T yn2 = m_quad.yn(2); T xn3 = m_quad.xn(3); T yn3 = m_quad.yn(3); tr.Transform(ref xn0, ref yn0); tr.Transform(ref xn1, ref yn1); tr.Transform(ref xn2, ref yn2); tr.Transform(ref xn3, ref yn3); m_quad.SetXN(0, xn0); m_quad.SetYN(0, yn0); m_quad.SetXN(1, xn1); m_quad.SetYN(1, yn1); m_quad.SetXN(2, xn2); m_quad.SetYN(2, yn2); m_quad.SetXN(3, xn3); m_quad.SetYN(3, yn3); force_redraw(); } base.OnKeyDown(keyEvent); }
public override void OnKeyUp(AGG.UI.KeyEventArgs keyEvent) { foreach (Player aPlayer in playfield.PlayerList) { aPlayer.KeyUp(keyEvent); } base.OnKeyUp(keyEvent); }
public override void OnKeyDown(AGG.UI.KeyEventArgs keyEvent) { if (keyEvent.KeyCode == Keys.F6) { // launch the editor } base.OnKeyDown(keyEvent); }
public override void OnKeyDown(AGG.UI.KeyEventArgs keyEvent) { m_Playfield.Player.KeyDown(keyEvent); if (keyEvent.Control && keyEvent.KeyCode == Keys.S) { m_Playfield.SaveXML("TestSave"); } base.OnKeyDown(keyEvent); }
public override void OnKeyDown(AGG.UI.KeyEventArgs keyEvent) { foreach (Player aPlayer in playfield.PlayerList) { aPlayer.KeyDown(keyEvent); } if (keyEvent.Control && keyEvent.KeyCode == Keys.S) { playfield.SaveXML("TestSave"); } base.OnKeyDown(keyEvent); }
public override void OnKeyDown(AGG.UI.KeyEventArgs keyEvent) { T dx = M.Zero <T>(); T dy = M.Zero <T>(); switch (keyEvent.KeyCode) { case Keys.Left: dx = M.New <T>(-0.1); break; case Keys.Right: dx = M.New <T>(0.1); break; case Keys.Up: dy = M.New <T>(0.1); break; case Keys.Down: dy = M.New <T>(-0.1); break; } m_x[0].AddEquals(dx); m_y[0].AddEquals(dy); m_x[1].AddEquals(dx); m_y[1].AddEquals(dy); force_redraw(); base.OnKeyDown(keyEvent); }
public override void OnKeyUp(AGG.UI.KeyEventArgs keyEvent) { base.OnKeyUp(keyEvent); }
public override void OnKeyUp(AGG.UI.KeyEventArgs keyEvent) { m_Playfield.Player.KeyUp(keyEvent); base.OnKeyUp(keyEvent); }
public void KeyUp(KeyEventArgs keyEvent) { if (keyEvent.KeyCode == leftKey || keyEvent.KeyCode == rightKey) { moveDir.x = 0; } if (keyEvent.KeyCode == downKey || keyEvent.KeyCode == upKey) { moveDir.y = 0; } }
public void KeyDown(KeyEventArgs keyEvent) { if (keyEvent.KeyCode == leftKey) { moveDir.x = -1; } else { if (keyEvent.KeyCode == rightKey) { moveDir.x = 1; } } if (keyEvent.KeyCode == downKey) { moveDir.y = -1; } else { if (keyEvent.KeyCode == upKey) { moveDir.y = 1; } } }