/// <summary> /// Triggered when the user releases or presses a key. /// </summary> public void Key(KeyboardEventArgs args) { // We only care about keyboard presses if (!args.Pressed) return; // Switch the mode switch (args.Key) { case BooGameKeys.Escape: // Go to the main menu Game.GameMode = new MainMenuMode(); break; #if DEBUG case BooGameKeys.F3: // Add to the minor mode if we already have one if (MinorMode != null && MinorMode is ChestOpenedMinorMode) { // Just increment it (MinorMode as ChestOpenedMinorMode).ChestCounter++; } else { // Open up the new mode MinorMode = new ChestOpenedMinorMode(1); } return; case BooGameKeys.F4: // Add a bug into the board Game.State.Board.AddBugs(1); return; case BooGameKeys.F5: // Give another stage with penalties MinorMode = new NewStageMinorMode(); return; case BooGameKeys.F6: // Creates a test prayer and inserts it into the system. Prayer prayer = Game.PrayerFactory.CreatePrayer(); prayer.IsAccepted = true; Game.State.Prayers.Add(prayer); return; case BooGameKeys.F7: Game.State.GrabCount = 3; return; case BooGameKeys.F8: // Finish up a prayer Prayer p = Game.PrayerFactory.CreatePrayer(); MinorMode = new PrayerCompletedMinorMode(0, 0, p); return; case BooGameKeys.F9: // Finish the game MinorMode = new EndOfGameMinorMode(); return; #endif } // If we have a minor mode, pass it on if (minorMode != null) minorMode.Key(args); }
/// <summary> /// Triggered when the user releases or presses a key. /// </summary> public void Key(KeyboardEventArgs args) { // We only care about keyboard presses if (!args.Pressed) { return; } // Switch the mode switch (args.Key) { case BooGameKeys.Escape: // Go to the main menu Game.GameMode = new MainMenuMode(); break; #if DEBUG case BooGameKeys.F3: // Add to the minor mode if we already have one if (MinorMode != null && MinorMode is ChestOpenedMinorMode) { // Just increment it (MinorMode as ChestOpenedMinorMode).ChestCounter++; } else { // Open up the new mode MinorMode = new ChestOpenedMinorMode(1); } return; case BooGameKeys.F4: // Add a bug into the board Game.State.Board.AddBugs(1); return; case BooGameKeys.F5: // Give another stage with penalties MinorMode = new NewStageMinorMode(); return; case BooGameKeys.F6: // Creates a test prayer and inserts it into the system. Prayer prayer = Game.PrayerFactory.CreatePrayer(); prayer.IsAccepted = true; Game.State.Prayers.Add(prayer); return; case BooGameKeys.F7: Game.State.GrabCount = 3; return; case BooGameKeys.F8: // Finish up a prayer Prayer p = Game.PrayerFactory.CreatePrayer(); MinorMode = new PrayerCompletedMinorMode(0, 0, p); return; case BooGameKeys.F9: // Finish the game MinorMode = new EndOfGameMinorMode(); return; #endif } // If we have a minor mode, pass it on if (minorMode != null) { minorMode.Key(args); } }