/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (IsActive == false) { return; //our window is not active don't update } if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here KeyboardState newKeyboardState = Keyboard.GetState(); MouseState newMouseState = Mouse.GetState(); //process mouse move if (oldMouseState.X != newMouseState.X) { if (newMouseState.X >= 0 || newMouseState.X < screenWidth) { paddle.MoveTo(newMouseState.X); } } //process left-click if (newMouseState.LeftButton == ButtonState.Released && oldMouseState.LeftButton == ButtonState.Pressed && oldMouseState.X == newMouseState.X && oldMouseState.Y == newMouseState.Y && readyToServeBall) { ServeBall(); } //process keyboard events if (newKeyboardState.IsKeyDown(Keys.Left)) { paddle.MoveLeft(); } if (newKeyboardState.IsKeyDown(Keys.Right)) { paddle.MoveRight(); } if (oldKeyboardState.IsKeyUp(Keys.Space) && newKeyboardState.IsKeyDown(Keys.Space) && readyToServeBall) { ServeBall(); } oldMouseState = newMouseState; // this saves the old state oldKeyboardState = newKeyboardState; base.Update(gameTime); }
private void MainForm_KeyDown(object sender, KeyEventArgs e) { switch (e.KeyCode) { case Keys.Left: case Keys.A: case Keys.NumPad4: Paddle.MoveLeft(); break; case Keys.Right: case Keys.D: case Keys.NumPad6: Paddle.MoveRight(); break; } }