////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Read the keypresses ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public void UpdateInput(GameTime gameTime, Camera camera) { currentDirection = LevelLibrary.Directions.none; jumpKeyPressed = false; KeyboardState newState = Keyboard.GetState(); camera.Update(gameTime, newState, oldState); // Is the Q key down? if (newState.IsKeyDown(jumpKeyMapping)) { jumpKeyPressed = true; } else if (newState.IsKeyDown(leftKeyMapping)) { currentDirection = LevelLibrary.Directions.left; } else if (newState.IsKeyDown(rightKeyMapping)) { currentDirection = LevelLibrary.Directions.right; } else if (newState.IsKeyDown(exitKeyMapping)) { exitKeyPressed = true; } else if (newState.IsKeyDown(fullKeyMapping)) { fullScreenPressed = true; } // Update saved state. oldState = newState; }