public void HandleInput(GameTime gameTime, Texture2D spriteSheet) { MouseState scrollState = Mouse.GetState(); MouseState mouseState = Mouse.GetState(); KeyboardState keyboardState = Keyboard.GetState(); Vector2 moveUp = new Vector2(0, -20); Vector2 moveDown = new Vector2(0, 20); Vector2 moveRight = new Vector2(20, 0); Vector2 moveLeft = new Vector2(-20, 0); if (scrollState.ScrollWheelValue < lastScrollState) { //scrollx = Camera.WorldRectangle.X; //scrollx -= 5; //scrolly = Camera.WorldRectangle.Y; //scrolly -= 5; Camera.ZoomAction(-0.1f); } else if (scrollState.ScrollWheelValue > lastScrollState) { //scrollx = Camera.WorldRectangle.X; //scrollx += 5; //scrolly = Camera.WorldRectangle.Y; //scrolly += 5; Camera.ZoomAction(0.1f); } //Player.Update(gameTime); if (mouseState.LeftButton == ButtonState.Pressed && lastMouseState.LeftButton == ButtonState.Released) { Map.ClearArray(); map = new Map(); Map.Initialize(spriteSheet, 2, 4, 33); //Map.Draw(spriteBatch); //Tiles,Smoothness of caves, tiles needed, Chance to spawn ScreenTransition.RunAnimation(); } if (keyboardState.IsKeyDown(Keys.W) && lastKeyboardState.IsKeyUp(Keys.W)) { Camera.Move(moveUp); } if (keyboardState.IsKeyDown(Keys.S) && lastKeyboardState.IsKeyUp(Keys.S)) { Camera.Move(moveDown); } if (keyboardState.IsKeyDown(Keys.D) && lastKeyboardState.IsKeyUp(Keys.D)) { Camera.Move(moveRight); } if (keyboardState.IsKeyDown(Keys.A) && lastKeyboardState.IsKeyUp(Keys.A)) { Camera.Move(moveLeft); } if (keyboardState.IsKeyDown(Keys.Escape)) { Environment.Exit(0); } ScreenTransition.Update(gameTime); lastScrollState = scrollState.ScrollWheelValue; lastMouseState = mouseState; }