private void Map_KeyUp(object sender, KeyEventArgs e) { bool handled = true; switch (e.KeyCode) { case Keys.N: if (e.Shift) { NorthWall.CycleTexture(); } else { NorthWall.CycleType(); } break; case Keys.E: if (e.Shift) { EastWall.CycleTexture(); } else { EastWall.CycleType(); } break; case Keys.S: if (e.Shift) { SouthWall.CycleTexture(); } else { SouthWall.CycleType(); } break; case Keys.W: if (e.Shift) { WestWall.CycleTexture(); } else { WestWall.CycleType(); } break; case Keys.C: CeilingTexture.Cycle(); break; case Keys.F: FloorTexture.Cycle(); break; case Keys.T: CycleThing(); break; case Keys.I: ImpassableFlag.Checked = !ImpassableFlag.Checked; break; case Keys.Z: int size = Map.TileSize * 2; if (size > 100) { size = 16; } Map.TileSize = size; break; default: handled = false; break; } e.Handled = handled; }