private void frmPacmanGame_KeyDown(object sender, KeyEventArgs e) { if (game.State == GameState.GAMEPAUSE) { game.Continue(); } //game.RePaint(); //game.KeyDown(e); if (game == null) { return; } if (e.KeyCode == Keys.Left) { game.setDirection(Direction.LEFT); } else if (e.KeyCode == Keys.Right) { game.setDirection(Direction.RIGHT); } else if (e.KeyCode == Keys.Up) { game.setDirection(Direction.UP); } else if (e.KeyCode == Keys.Down) { game.setDirection(Direction.DOWN); } else if (e.KeyCode == Keys.Subtract) { game.PacmanDelay += 5; game.GhostDelay += 5; } else if (e.KeyCode == Keys.Add) { game.PacmanDelay -= 5; game.GhostDelay -= 5; } else if (e.KeyCode == Keys.P) { if (game.State == GameState.GAMERUN) { game.Pause(); } else if (game.State == GameState.GAMEPAUSE) { game.Continue(); } } }
private void frmPacmanGame_KeyDown(object sender, KeyEventArgs e) { if (game == null) { return; } if (e.KeyCode == Keys.Left) { game.SetDirection(Direction.LEFT); } else if (e.KeyCode == Keys.Right) { game.SetDirection(Direction.RIGHT); } else if (e.KeyCode == Keys.Up) { game.SetDirection(Direction.UP); } else if (e.KeyCode == Keys.Down) { game.SetDirection(Direction.DOWN); } else if (e.KeyCode == Keys.F12) { cheatEnabled = true; } else if (e.KeyCode == Keys.F1) { if (cheatEnabled) { game.Cheat(); } } else if (e.KeyCode == Keys.D1) { game.coinInserted(true); } else if (e.KeyCode == Keys.D2) { if (cheatEnabled) { game.cheatFruit(true); } } else if (e.KeyCode == Keys.Enter) { if (game.State == GameState.GAMERUN) { game.State = GameState.GAMEPAUSE; bool result = (MessageBox.Show("Do You want to reset the game?", "Reset?", MessageBoxButtons.YesNo, MessageBoxIcon.Question) == DialogResult.Yes); if (result) { game.Reset(); } } else { game.Reset(); } } else if (e.KeyCode == Keys.Subtract) { game.PacmanDelay += 5; game.GhostDelay += 5; } else if (e.KeyCode == Keys.Add) { game.PacmanDelay -= 5; game.GhostDelay -= 5; } else if (e.KeyCode == Keys.P || e.KeyCode == Keys.Space) { if (game.State == GameState.GAMERUN) { game.Pause(); } else if (game.State == GameState.GAMEPAUSE) { game.Continue(); } } }