Exemple #1
0
        public override bool ProcessKeyboard(SadConsole.Input.Keyboard info)
        {
            // Forward the keyboard data to the entity to handle the movement code.
            // We could detect if the users hit ESC and popup a menu or something.
            // By not setting the entity as the active object, twe let this
            // "game level" (the console we're hosting the entity on) determine if
            // the keyboard data should be sent to the entity.

            // Process logic for moving the entity.
            bool keyHit      = false;
            var  oldPosition = player.Position;

            if (info.IsKeyReleased(Keys.Up))
            {
                player.Position = new Point(player.Position.X, player.Position.Y - 1);
                keyHit          = true;
            }
            else if (info.IsKeyReleased(Keys.Down))
            {
                player.Position = new Point(player.Position.X, player.Position.Y + 1);
                keyHit          = true;
            }

            if (info.IsKeyReleased(Keys.Left))
            {
                player.Position = new Point(player.Position.X - 1, player.Position.Y);
                keyHit          = true;
            }
            else if (info.IsKeyReleased(Keys.Right))
            {
                player.Position = new Point(player.Position.X + 1, player.Position.Y);
                keyHit          = true;
            }


            if (keyHit)
            {
                // Check if the new position is valid
                if (ViewPort.Contains(player.Position))
                {
                    // Entity moved. Let's draw a trail of where they moved from.
                    SetGlyph(playerPreviousPosition.X, playerPreviousPosition.Y, 250);
                    playerPreviousPosition = player.Position;

                    return(true);
                }
                else  // New position was not in the area of the console, move back
                {
                    player.Position = oldPosition;
                }
            }

            // You could have multiple entities in the game for example, and change
            // which entity gets keyboard commands.
            return(false);
        }