/// <summary> /// press space to start or pause, Escape to switch in game over mode /// </summary> /// <param name="key"></param> public void KeyPressed(PacmanKey key) { // Gestion des flèches pour le déplacement du pacman if (key == PacmanKey.Pause) { // touche Pause ou P Paused = !Paused; } else if (key == PacmanKey.Space && ((GameMode.GAME_OVER_DEATH == Status) || (GameMode.GAME_OVER_ESC == Status))) { SetMode(GameMode.READY); } else if (key == PacmanKey.Escape) { SetMode(GameMode.GAME_OVER_ESC); } else if (key == PacmanKey.NextLevel) { Labyrinth.getCurrent().RemainingPills = 0; } else if (_Pacman != null) { _cfg.play.Add(new GameRecord(oturn + 1, key)); } }
/// <summary> /// press space to start or pause, Escape to switch in game over mode /// </summary> /// <param name="key"></param> public void KeyPressed(PacmanKey key) { // Gestion des flèches pour le déplacement du pacman if (key == PacmanKey.Pause) { // touche Pause ou P Paused = !Paused; } if (_Pacman != null) { switch (key) { case PacmanKey.Left: _Pacman.Left(); break; case PacmanKey.Right: _Pacman.Right(); break; case PacmanKey.Down: _Pacman.Down(); break; case PacmanKey.Up: _Pacman.Up(); break; } } if (key == PacmanKey.Space && GameMode.GAME_OVER == Status) { // passe en mode de jeu READY numLaby = 0; Level = 1; SetLabyrinth(numLaby); // initialisation du score, des vies, ... Lives = 3; LifeScore = 5000; Score = 0; SetMode(GameMode.READY); if (Audio != null) { Audio.PlayIntro(); } } else if (key == PacmanKey.Escape) { SetMode(GameMode.GAME_OVER); } else if (key == PacmanKey.NextLevel) { Labyrinth.getCurrent().RemainingPills = 0; } }
public GameRecord(int _tim, PacmanKey _key) { tim = _tim; key = _key; isKey = true; }
void pacmanSpetialKey(PacmanKey key) { _gamepresenter.CurrentGame.lastKeyTurn = 0;; CurrentGame.KeyPressed(key); }