public override void keyEvent(KeyEvent e) { if (e.key == Keys.LeftShift && e.pressed){ this.nextMapDisplay(); } else if (e.key == Keys.LeftControl && e.pressed){ this.nextMapZoom(); } base.keyEvent(e); }
public virtual void keyEvent(KeyEvent e) { // Ignore this event }
/// <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) { Keys[] pressedKeys = Keyboard.GetState().GetPressedKeys(); List<Keys> justPressedKeys = pressedKeys.ToList(); foreach(Keys k in previousPressedKeys){ justPressedKeys.Remove(k); } previousPressedKeys = pressedKeys; if ( justPressedKeys.Contains(Keys.Escape) ){ this.Exit(); } foreach (Keys k in justPressedKeys){ KeyEvent ke = new KeyEvent(); ke.key = k; ke.pressed = true; ke.released = false; ke.remainsPressed = false; this.gameScreenNode.keyEvent(ke); } base.Update(gameTime); }