private void IncrementHouse(KeyboardState ks, SchoolScore school) { if (ks.IsKeyPressedOnce(Keys.D1)) school.HouseScores.ToArray()[0].Amount += _inc; if (ks.IsKeyPressedOnce(Keys.D2)) school.HouseScores.ToArray()[1].Amount += _inc; if (ks.IsKeyPressedOnce(Keys.D3)) school.HouseScores.ToArray()[2].Amount += _inc; if (ks.IsKeyPressedOnce(Keys.D4)) school.HouseScores.ToArray()[3].Amount += _inc; }
public void Update(GameTime gameTime) { KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyPressedOnce(Keys.A)) { AddSchool("Agernholt", "Rasmus", "Mads", "Peter", "Jergen"); AddSchool("Hardenberg", "Blablabla", "Mads", "Peter", "Jergen"); AddSchool("Ravnsborg", "Blumensaat", "Mads", "Peter", "Jergen"); Initialized(); } _inc = 1; if (ks.IsKeyDown(Keys.X)) _inc = -1; if (ks.IsKeyDown(Keys.C)) _inc = 15; if (ks.IsKeyDown(Keys.V)) _inc = -15; if (ks.IsKeyDown(Keys.Q)) { IncrementHouse(ks, _schoolScores[0]); } else if (ks.IsKeyDown(Keys.W)) { IncrementHouse(ks, _schoolScores[1]); } else if (ks.IsKeyDown(Keys.E)) { IncrementHouse(ks, _schoolScores[2]); } else { if (ks.IsKeyPressedOnce(Keys.D1)) _schoolScores[0].Amount += _inc; if (ks.IsKeyPressedOnce(Keys.D2)) _schoolScores[1].Amount += _inc; if (ks.IsKeyPressedOnce(Keys.D3)) _schoolScores[2].Amount += _inc; } }
public override void Update(GameTime gameTime) { KeyboardState currState = Keyboard.GetState(); if (!IgnoreInput && Character.State == CharacterActionState.Standing && !Character.PreparingSpell) { UpdateInputTime(); //F1-F8 should be handled the same way: invoke the spell for (int key = (int)Keys.F1; key <= (int)Keys.F8; ++key) { if (currState.IsKeyHeld(PreviousKeyState, (Keys)key)) { //hidden feature! holding shift calls spell in second row (just learned that, crazy!!!!) var shiftHeld = currState.IsKeyHeld(PreviousKeyState, Keys.LeftShift) || currState.IsKeyHeld(PreviousKeyState, Keys.RightShift) ? OldActiveSpells.SPELL_ROW_LENGTH : 0; _handleSpellFunc(key - (int)Keys.F1 + shiftHeld); break; } } } if (currState.IsKeyPressedOnce(PreviousKeyState, Keys.F12)) { _handleF12(); } base.Update(gameTime); }