Example #1
0
        private void KeyDownInGame(object sender, KeyEventArgs args)
        {
            var keyCode = args.KeyCode;

            switch (keyCode)
            {
            case Keys.Tab:
                model.CurrentHero.KeyMap.TurnOff();
                model.SwitchHero();
                break;

            case Keys.Escape:
                GetOut();
                break;

            case Keys.Space:
                if (!model.CurrentHero.KeyMap.Enable)
                {
                    break;
                }
                if (model.CurrentHero.KeyMap.GetAnyOnDirection() == Keys.None &&
                    !model.CurrentHero.CurrentAnimation.IsMoving)
                {
                    model.CurrentHero.CreateSpell();
                }
                break;

            case Keys.ControlKey:
                switch (model.CurrentHero.GazeDirection)
                {
                case Keys.Up:
                    model.CurrentHero.GazeDirection = Keys.Right;

                    break;

                case Keys.Down:
                    model.CurrentHero.GazeDirection = Keys.Left; break;

                case Keys.Right:
                    model.CurrentHero.GazeDirection = Keys.Down; break;

                case Keys.Left:
                    model.CurrentHero.GazeDirection = Keys.Up; break;
                }
                break;
            }

            if (!model.CurrentHero.KeyMap.Enable)
            {
                return;
            }
            if (Useful.KeyIsMove(keyCode))
            {
                model.CurrentHero.KeyMap.TurnOn(keyCode);
                model.CurrentHero.MakeMove(keyCode);
            }
        }
Example #2
0
 public override void onTick()
 {
     if (Model.TickCount % 10 == 0)
     {
         this.ChangeSlide();
         if (this.animationCounter == 3)
         {
             if (!checkDirection(lastDirection))
             {
                 lastDirection = findTarget();
             }
             if (Useful.KeyIsMove(lastDirection))
             {
                 Shoot(Model, X, Y, lastDirection);
             }
         }
     }
 }