Пример #1
0
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            base.OnUpdateFrame(e);

            KeyboardState keyboard = OpenTK.Input.Keyboard.GetState();
            MouseState    mouse    = OpenTK.Input.Mouse.GetState();

            // Se utilizeaza mecanismul de control input oferit de OpenTK (include perifcerice multiple, inclusiv
            // pentru gaminig - gamepads, joysticks, etc.).
            if (keyboard[OpenTK.Input.Key.Escape])
            {
                this.Exit();
                return;
            }
            else if (keyboard[OpenTK.Input.Key.P] && !keyboard.Equals(lastKeyPress))
            {
                // Ascundere comandată, prin apăsarea unei taste - cu verificare de remanență! Timpul de reacție
                // uman << calculator.
                if (showCube)
                {
                    showCube = false;
                }
                else
                {
                    showCube = true;
                }
            }
            else if (keyboard[OpenTK.Input.Key.Z] && !keyboard.Equals(lastKeyPress))
            {
                trans1 = true;
            }
            else if (keyboard[OpenTK.Input.Key.X] && !keyboard.Equals(lastKeyPress))
            {
                trans2 = !trans2;
            }
            else if (keyboard[OpenTK.Input.Key.Y] && !keyboard.Equals(lastKeyPress))
            {
                trans3 = !trans3;
            }
            lastKeyPress = keyboard;


            if (mouse[OpenTK.Input.MouseButton.Left])
            {
                // Ascundere comandată, prin clic de mouse - fără testare remanență.
                if (showCube)
                {
                    showCube = false;
                }
                else
                {
                    showCube = true;
                }
            }
        }
Пример #2
0
        private void SendFeedback(KeyboardState state)
        {
            if (state.Equals(_currentKeyboardFeedback))
            {
                return;
            }

            _keyboardConnection.SetLedRgb(KeyboardState.Zone, state.Effect, KeyboardState.Speed, state.Color);
            _currentKeyboardFeedback = state;
        }
Пример #3
0
 void Update()
 {
     if (keyboardState.Equals(KeyboardState.Process))
     {
         if (Mathf.Round(authSettings.transform.localPosition.y) < regPosition.y)
         {
             float distCovered = (Time.time - startTime) * emergenceSpeed;
             float fracJourney = distCovered / journeyLength;
             authSettings.transform.localPosition = Vector3.Lerp(authSettings.transform.localPosition, Vector3.up * regPosition.y, fracJourney);
         }
         else
         {
             keyboard.Init();
             keyboard.gameObject.SetActive(true);
             authSettings.transform.localPosition = regPosition;
             keyboardState = KeyboardState.Shown;
         }
     }
 }
Пример #4
0
        public void Update()
        {
            if (KState.Equals(KState_prev))
            {
                //check inputs & do actions
                DoCommonInput();
                DoShieldToggles();
                // DoWeaponInput();  // called from outisde this class

                KState_prev = KState;
                MState_prev = MState;
            }
        }
Пример #5
0
        /// <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)
        {
            KeyboardState currState = Keyboard.GetState();

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            // Exit the game if the escape key is pressed.
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            if (!currState.Equals(prevState))
            {
                if (Keyboard.GetState().IsKeyDown(Keys.F5))
                {
                    // Increment the formation counter.
                    // Set a new formation for the gobling squad whenever F5 is pressed.
                }
                //    ResetMap();

                if (Keyboard.GetState().IsKeyDown(Keys.F6))
                {
                    m_bSetTilesToSolid = !m_bSetTilesToSolid;
                    SetTilesToSolid();
                }
            }

            if (!prevState.Equals(currState))
            {
                /*
                 * if (Keyboard.GetState().IsKeyDown(Keys.Left))
                 *  m_TestLayer.ScrollLeft();
                 * if (Keyboard.GetState().IsKeyDown(Keys.Right))
                 *  m_TestLayer.ScrollRight();
                 * if (currState.IsKeyDown(Keys.Up))
                 *  m_TestLayer.ScrollUp();
                 * if (currState.IsKeyDown(Keys.Down))
                 *  m_TestLayer.ScrollDown();
                 */
            }

            prevState = currState;

            MouseState currMouse = Mouse.GetState();

            if (!currMouse.Equals(prevMouse))
            {
                m_mousePostion.X = currMouse.X;
                m_mousePostion.Y = currMouse.Y;

                if (currMouse.LeftButton == ButtonState.Pressed)
                {
                    m_sMouseClick.Play();
                    bool bClicked = false;
                    // Check if a tree was clicked.
                    for (int i = 0; i < m_TreeList.Count; i++)
                    {
                        if (m_TreeList[i].IsTreeClicked(m_mousePostion))
                        {
                            m_Goblin.MoveDistanceInFrontOfEntity(m_TreeList[i], 0);
                            bClicked = true;
                            break;
                        }
                    }
                    for (int i = 0; i < m_LumberMills.Count; i++)
                    {
                        // Check if a lumber mill was clicked.
                        if (m_LumberMills[i].IsClicked(m_mousePostion))
                        {
                            m_Goblin.MoveDistanceInFrontOfEntity(m_LumberMills[i], 0);
                            bClicked = true;
                            break;
                        }
                    }
                    // If neither a lumber mill or a tree was clicked and the
                    // click occurred inside the clickable area then it must have
                    // been a tile click.
                    if (!bClicked && !IsClickOutsideClickArea(m_mousePostion))
                    {
                        // Set the state of the gobling to moving if we click anywhere else
                        // that is not a tree or a lumber mill.
                        ((GoblinLumberjack)m_Goblin).GetStateMachine().ChangeState(GLumberjack_MOVE.GetInstance());

                        ((GoblinLumberjack)m_Goblin).SetTargetTree(null);
                        int x;
                        int y = currMouse.Y / (int)(64 * 0.25);
                        if (y % 2 == 1)
                        {
                            x = (currMouse.X - 32) / 64;
                        }
                        else
                        {
                            x = (int)currMouse.X / 64;
                        }
                        Vector2 dest = new Vector2();
                        if (y % 2 == 1)
                        {
                            dest.X = x * 64 + 32;
                        }
                        else
                        {
                            dest.X = x * 64;
                        }
                        dest.Y = y * (int)(64 * 0.25) - (int)(64 * 0.50);
                        if (dest.X >= 0 && dest.X < m_DrawWidth * 64 &&
                            dest.Y >= 0 && dest.Y < m_DrawHeight * (int)(64 * 0.25))
                        {
                            //m_Goblin.MoveTo(dest);
                            //m_goblinSquad.MoveTo(MapHandler.GetInstance().GetTileIndex(dest));
                        }
                    }
                }
            }
            prevMouse = currMouse;

            // TODO: Add your update logic here
            float currentUpdate = (float)gameTime.TotalGameTime.TotalMilliseconds;

            if (nextUpdate <= currentUpdate)
            {
                //tileCounter = (tileCounter+1) % (mapTexture.Width / 64 * mapTexture.Height / 64);
                //m_TestTile.SetTileID(tileCounter);
                nextUpdate = currentUpdate + updateDelay;
            }

            //m_Goblin.Update(gameTime);

            for (int i = 0; i < m_GoblinList.Count; i++)
            {
                m_GoblinList[i].Update(gameTime);
            }

            for (int i = 0; i < m_LumberMills.Count; i++)
            {
                m_LumberMills[i].Update(gameTime);
            }

            // Update the golbing squad.
            m_TestLayer.Update(gameTime);
            base.Update(gameTime);
        }
Пример #6
0
        public void ProcessInput(float amount, ref Vector3 target, ref Quaternion targetrot)
        {
            MouseState currentMouseState = Mouse.GetState();
            Quaternion cameraRotation    = Quaternion.Identity;

            if (currentMouseState.RightButton == ButtonState.Pressed && currentMouseState != originalMouseState)
            {
                Game.IsMouseVisible = false;
                float xDifference = currentMouseState.X - originalMouseState.X;
                float yDifference = currentMouseState.Y - originalMouseState.Y;
                leftrightRot -= rotationSpeed * xDifference * amount / 7f;
                updownRot    -= rotationSpeed * yDifference * amount / 7f;
                Mouse.SetPosition(originalMouseState.X, originalMouseState.Y);
            }
            else
            {
                Game.IsMouseVisible = true;
                originalMouseState  = Mouse.GetState();
            }

            cameraRotation =
                Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), leftrightRot)
                * Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), updownRot);

            KeyboardState keyState = Keyboard.GetState();

            if (!keyState.Equals(new KeyboardState()))
            {
                if (keyState.IsKeyDown(Keys.W))
                {
                    Vector3 addVector = Vector3.Transform(new Vector3(0, 0, -0.1f), targetrot);
                    target   += addVector * amount;
                    targetrot = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), leftrightRot);
                }
                if (keyState.IsKeyDown(Keys.S))
                {
                    Vector3 addVector = Vector3.Transform(new Vector3(0, 0, 0.1f), targetrot);
                    target   += addVector * amount;
                    targetrot = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), leftrightRot);
                }
                if (keyState.IsKeyDown(Keys.A))
                {
                    Vector3 addVector = Vector3.Transform(new Vector3(-0.1f, 0, 0), targetrot);
                    target   += addVector * amount;
                    targetrot = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), leftrightRot);
                }
                if (keyState.IsKeyDown(Keys.D))
                {
                    Vector3 addVector = Vector3.Transform(new Vector3(0.1f, 0, 0), targetrot);
                    target   += addVector * amount;
                    targetrot = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), leftrightRot);
                }
                if (keyState.IsKeyDown(Keys.Space))
                {
                    Vector3 addVector = Vector3.Transform(new Vector3(0, 0.1f, 0), targetrot);
                    target += addVector * amount;
                }
                if (keyState.IsKeyDown(Keys.LeftControl))
                {
                    Vector3 addVector = Vector3.Transform(new Vector3(0, -0.1f, 0), targetrot);
                    target += addVector * amount;
                }
            }

            TPS_UpdateViewMatrix(target, cameraRotation);
        }
Пример #7
0
        public void ProcessInput(float amount)
        {
            MouseState currentMouseState = Mouse.GetState();

            if (currentMouseState.RightButton == ButtonState.Pressed && currentMouseState != originalMouseState)
            {
                Game.IsMouseVisible = false;
                float xDifference = currentMouseState.X - originalMouseState.X;
                float yDifference = currentMouseState.Y - originalMouseState.Y;
                leftrightRot -= rotationSpeed * xDifference * amount;
                updownRot    -= rotationSpeed * yDifference * amount;
                Mouse.SetPosition(originalMouseState.X, originalMouseState.Y);
                FPS_UpdateViewMatrix();
            }
            else
            {
                Game.IsMouseVisible = true;
                originalMouseState  = Mouse.GetState();
            }


            Vector3       moveVector = new Vector3(0, 0, 0);
            KeyboardState keyState   = Keyboard.GetState();

            if (!keyState.Equals(new KeyboardState()))
            {
                if (keyState.IsKeyDown(Keys.W))
                {
                    moveVector += new Vector3(0, 0, -1);
                }
                if (keyState.IsKeyDown(Keys.S))
                {
                    moveVector += new Vector3(0, 0, 1);
                }
                if (keyState.IsKeyDown(Keys.D))
                {
                    moveVector += new Vector3(1, 0, 0);
                }
                if (keyState.IsKeyDown(Keys.A))
                {
                    moveVector += new Vector3(-1, 0, 0);
                }
                if (keyState.IsKeyDown(Keys.Space))
                {
                    moveVector += new Vector3(0, 1, 0);
                }
                if (keyState.IsKeyDown(Keys.LeftControl))
                {
                    moveVector += new Vector3(0, -1, 0);
                }

                if (keyState.IsKeyDown(Keys.LeftShift))
                {
                    moveSpeed = 20;
                }
                else if (keyState.IsKeyUp(Keys.LeftShift))
                {
                    moveSpeed = 2;
                }
            }
            AddToCameraPosition(moveVector * amount);
            FPS_UpdateViewMatrix();

            /*
             * if (currentMouseState.LeftButton == ButtonState.Pressed)
             * {
             *  shEye = cameraPosition;
             *  shadowViewMatrix = viewMatrix;
             * }*/
        }
Пример #8
0
        void inputUpdate()
        {
            //if (meleeBlocked)
            //{
            //    meleeTimer++;
            //    if (meleeTimer > 100)
            //    {
            //        meleeBlocked = false;
            //    }
            //}



            KeyboardState newState   = Keyboard.GetState();
            MouseState    mouseState = Mouse.GetState();


            if (newState.Equals(new KeyboardState()))
            {
                //No keys are pressed.
                if (playerState != 9)
                {
                    playerState = 0;
                }
                if (previousState != playerState)
                {
                    myAnimatedSprite.currentFrame = 0;
                    myAnimatedSprite.animComplete = false;
                    previousState = playerState;
                }
                if (hasJumped)
                {
                    float i = 1;
                    velocity.Y += 0.15f * i;
                    position.Y += velocity.Y;
                }
                oldAnimatedSprite = myAnimatedSprite;
            }



            if (newState.IsKeyDown(Keys.Right) || newState.IsKeyDown(Keys.D))
            {
                idleTimer = 0;
                direction = 1;
                if (newState.IsKeyDown(Keys.X))
                {
                    meleeTimer   = 0;
                    meleeBlocked = true;
                    playerState  = 3;
                    position.X  += 30;
                    if (previousState != playerState)
                    {
                        myAnimatedSprite.currentFrame = 0;
                        myAnimatedSprite.animComplete = false;
                        previousState = playerState;
                    }


                    oldAnimatedSprite = myAnimatedSprite;
                }
                else
                if ((newState.IsKeyDown(Keys.C) || mouseState.RightButton == ButtonState.Pressed) && ammoLeft > 0)
                {
                    playerState = 5;
                    if (previousState != playerState)
                    {
                        myAnimatedSprite.currentFrame = 0;
                        myAnimatedSprite.animComplete = false;
                        previousState = playerState;
                    }
                    shootBullet();
                    if (position.X < 6415) //Extend Level
                    {
                        velocity.X = speed;
                        position  += velocity;
                    }
                    oldAnimatedSprite = myAnimatedSprite;
                }
                else
                {
                    playerState = 1;
                    if (previousState != playerState)
                    {
                        myAnimatedSprite.currentFrame = 0;
                        myAnimatedSprite.animComplete = false;
                        previousState = playerState;
                    }
                    if (position.X < 6800)  //Extend Level
                    {
                        velocity.X = speed;
                        position  += velocity;
                    }
                    oldAnimatedSprite = myAnimatedSprite;
                }
            }

            else if (newState.IsKeyDown(Keys.Left) || newState.IsKeyDown(Keys.A))
            {
                idleTimer = 0;
                direction = -1;
                if (newState.IsKeyDown(Keys.X) || mouseState.LeftButton == ButtonState.Pressed)
                {
                    meleeTimer   = 0;
                    meleeBlocked = true;

                    playerState = 3;
                    if (previousState != playerState)
                    {
                        myAnimatedSprite.currentFrame = 0;
                        myAnimatedSprite.animComplete = false;
                        previousState = playerState;
                    }
                    position.X       -= 30;
                    oldAnimatedSprite = myAnimatedSprite;
                }
                else
                if (newState.IsKeyDown(Keys.C) && ammoLeft > 0)
                {
                    playerState = 5;
                    if (previousState != playerState)
                    {
                        myAnimatedSprite.currentFrame = 0;
                        myAnimatedSprite.animComplete = false;
                        previousState = playerState;
                    }
                    shootBullet();
                    if (position.X > -630)
                    {
                        velocity.X = -speed;
                        position  += velocity;
                    }
                    oldAnimatedSprite = myAnimatedSprite;
                }
                else
                {
                    playerState = 1;
                    if (previousState != playerState)
                    {
                        myAnimatedSprite.currentFrame = 0;
                        myAnimatedSprite.animComplete = false;
                        previousState = playerState;
                    }
                    if (position.X > -630)
                    {
                        velocity.X = -speed;
                        position  += velocity;
                    }
                    oldAnimatedSprite = myAnimatedSprite;
                }
            }
            else if (newState.IsKeyDown(Keys.Down) || newState.IsKeyDown(Keys.S))
            {
                playerState = 7;
                if (previousState != playerState)
                {
                    myAnimatedSprite.currentFrame = 0;
                    myAnimatedSprite.animComplete = false;
                    previousState = playerState;
                }
                oldAnimatedSprite = myAnimatedSprite;
            }
            else if (newState.IsKeyDown(Keys.E))
            {
                playerState = 8;
                if (previousState != playerState)
                {
                    myAnimatedSprite.currentFrame = 0;
                    myAnimatedSprite.animComplete = false;
                    previousState = playerState;
                }


                for (int i = 0; i < 100; i++)
                {
                    if (myGame1.enemyRectangle[i].Intersects(myGame1.charRectangle))
                    {
                        if (myGame1.AIPool[i].isFallen)
                        {
                            myGame1.AIPool[i].isCuffed  = true;
                            myGame1.AIPool[i].isFallen  = false;
                            myGame1.enemyRectangle[i].X = 20000;
                            myGame1.enemyRectangle[i].Y = 20000;

                            if (myGame1.AIPool[i].myAiOrientation == AI.aiOrientation.Bad)
                            {
                                myGame1.Score += 100;

                                myGame1.numbersBad = true;
                            }

                            if (myGame1.AIPool[i].myAiOrientation == AI.aiOrientation.Good)
                            {
                                myGame1.Score -= 200;


                                myGame1.numbersGood = true;
                            }
                        }
                    }
                }

                oldAnimatedSprite = myAnimatedSprite;
            }
            else if (newState.IsKeyDown(Keys.Space))
            {
                if (hitTimer > 60)
                {
                    sndHit.Play(); //#sound
                    hitTimer = 0;
                }
                playerState = 6;
                if (previousState != playerState)
                {
                    myAnimatedSprite.currentFrame = 0;
                    myAnimatedSprite.animComplete = false;
                    previousState = playerState;
                }



                for (int i = 0; i < 100; i++)
                {
                    if (myGame1.enemyRectangle[i].Intersects(myGame1.charRectangle))
                    {
                        if (myGame1.AIPool[i].isFallen)
                        {
                            myGame1.AIPool[i].isDead    = true;
                            myGame1.AIPool[i].isFallen  = false;
                            myGame1.brutality           = true;
                            myGame1.enemyRectangle[i].X = 20000;
                            myGame1.enemyRectangle[i].Y = 20000;
                        }
                    }
                }

                oldAnimatedSprite = myAnimatedSprite;
            }
            else
            {
                velocity.X = 0;
                if (newState.IsKeyDown(Keys.X))
                {
                    meleeTimer   = 0;
                    meleeBlocked = true;
                    playerState  = 2;
                    if (previousState != playerState)
                    {
                        myAnimatedSprite.currentFrame = 0;
                        myAnimatedSprite.animComplete = false;
                        previousState = playerState;
                    }
                    if (direction == -1)
                    {
                        position.X -= 30;
                    }
                    else
                    {
                        position.X += 30;
                    }
                    idleTimer         = 0;
                    oldAnimatedSprite = myAnimatedSprite;
                }
                else
                if (newState.IsKeyDown(Keys.C) && ammoLeft > 0)
                {
                    playerState = 4;
                    if (previousState != playerState)
                    {
                        myAnimatedSprite.currentFrame = 0;
                        myAnimatedSprite.animComplete = false;
                        previousState = playerState;
                    }
                    shootBullet();
                    idleTimer         = 0;
                    oldAnimatedSprite = myAnimatedSprite;
                }
            }

            hitTimer++;

            /*if ((newState.IsKeyDown(Keys.Up) || newState.IsKeyDown(Keys.Space)) && hasJumped == false)
             * {
             *  position.Y -= 10f;
             *  velocity.Y = -5f;
             *  hasJumped = true;
             *  idleTimer = 0;
             * }*/
        }
Пример #9
0
 /// <summary>
 /// Checks if any keys have been pressed, or released, since the last update
 /// </summary>
 /// <returns>True if a key has been pressed/released, otherwise false</returns>
 public bool IsStateChanged()
 {
     return(!newState.Equals(oldState)); //false if no change, otherwise true
 }
Пример #10
0
        /// <summary>
        /// Get input for commands
        /// </summary>
        private void UpdateInput()
        {
            KeyboardState newState      = Keyboard.GetState();
            MouseState    newMouseState = Mouse.GetState();

            //Checks if the same key has been held for a period of time.
            if (newState.Equals(oldState))
            {
                if (!held)
                {
                    oldtime = time;
                    held    = true;
                }
                else
                {
                    if (!repeat && time.TotalMilliseconds - oldtime.TotalMilliseconds > 250)
                    {
                        repeat = true;
                    }
                }
            }
            else
            {
                held   = false;
                repeat = false;
            }

            // Is the SPACE key down?
            if (newState.IsKeyDown(Keys.Space))
            {
                if (!oldState.IsKeyDown(Keys.Space))
                {
                    dungeon.Clear();
                    level = new Dungeon(npcDicationary);
                    dungeon.Add(level);
                    npcs = level.npcs;
                    currentdngn_floor = 0;
                    player            = new Player(level.upStairs);
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                    Log.Write("New floor generated.");
                    playerActed = false;
                }
            }
            if (newState.IsKeyDown(Keys.Left) || newState.IsKeyDown(Keys.NumPad4))
            {
                if (!oldState.IsKeyDown(Keys.Left) && !oldState.IsKeyDown(Keys.NumPad4) || repeat)
                {
                    if (doorWait != "none")
                    {
                        doorTile = level.grid[(int)player.location.X - 1, (int)player.location.Y];
                        switch (doorWait)
                        {
                        case ("close"):
                            playerActed = doorTile.CloseDoor();
                            break;

                        case ("open"):
                            playerActed = doorTile.OpenDoor();
                            break;
                        }
                        doorWait = "none";
                    }
                    else
                    {
                        moveToList = player.Movement(new Vector2(-1, 0), level.grid, moveType, moveToList);
                        moveType   = "one";
                    }
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                }
            }
            if (newState.IsKeyDown(Keys.NumPad7))
            {
                if (!oldState.IsKeyDown(Keys.NumPad7) || repeat)
                {
                    if (doorWait != "none")
                    {
                        doorTile = level.grid[(int)player.location.X - 1, (int)player.location.Y - 1];
                        switch (doorWait)
                        {
                        case ("close"):
                            playerActed = doorTile.CloseDoor();
                            break;

                        case ("open"):
                            playerActed = doorTile.OpenDoor();
                            break;
                        }
                        doorWait = "none";
                    }
                    else
                    {
                        moveToList = player.Movement(new Vector2(-1, -1), level.grid, moveType, moveToList);
                        moveType   = "one";
                    }
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                }
            }
            if (newState.IsKeyDown(Keys.Up) || newState.IsKeyDown(Keys.NumPad8))
            {
                if (!oldState.IsKeyDown(Keys.Up) && !oldState.IsKeyDown(Keys.NumPad8) || repeat)
                {
                    if (doorWait != "none")
                    {
                        doorTile = level.grid[(int)player.location.X, (int)player.location.Y - 1];
                        switch (doorWait)
                        {
                        case ("close"):
                            playerActed = doorTile.CloseDoor();
                            break;

                        case ("open"):
                            playerActed = doorTile.OpenDoor();
                            break;
                        }
                        doorWait = "none";
                    }
                    else
                    {
                        moveToList = player.Movement(new Vector2(0, -1), level.grid, moveType, moveToList);
                        moveType   = "one";
                    }
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                }
            }
            if (newState.IsKeyDown(Keys.NumPad9))
            {
                if (!oldState.IsKeyDown(Keys.NumPad9) || repeat)
                {
                    if (doorWait != "none")
                    {
                        doorTile = level.grid[(int)player.location.X + 1, (int)player.location.Y - 1];
                        switch (doorWait)
                        {
                        case ("close"):
                            playerActed = doorTile.CloseDoor();
                            break;

                        case ("open"):
                            playerActed = doorTile.OpenDoor();
                            break;
                        }
                        doorWait = "none";
                    }
                    else
                    {
                        moveToList = player.Movement(new Vector2(1, -1), level.grid, moveType, moveToList);
                        moveType   = "one";
                    }
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                }
            }
            if (newState.IsKeyDown(Keys.Right) || newState.IsKeyDown(Keys.NumPad6))
            {
                if (!oldState.IsKeyDown(Keys.Right) && !oldState.IsKeyDown(Keys.NumPad6) || repeat)
                {
                    if (doorWait != "none")
                    {
                        doorTile = level.grid[(int)player.location.X + 1, (int)player.location.Y];
                        switch (doorWait)
                        {
                        case ("close"):
                            playerActed = doorTile.CloseDoor();
                            break;

                        case ("open"):
                            playerActed = doorTile.OpenDoor();
                            break;
                        }
                        doorWait = "none";
                    }
                    else
                    {
                        moveToList = player.Movement(new Vector2(1, 0), level.grid, moveType, moveToList);
                        moveType   = "one";
                    }
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                }
            }
            if (newState.IsKeyDown(Keys.NumPad3))
            {
                if (!oldState.IsKeyDown(Keys.NumPad3) || repeat)
                {
                    if (doorWait != "none")
                    {
                        doorTile = level.grid[(int)player.location.X + 1, (int)player.location.Y + 1];
                        switch (doorWait)
                        {
                        case ("close"):
                            playerActed = doorTile.CloseDoor();
                            break;

                        case ("open"):
                            playerActed = doorTile.OpenDoor();
                            break;
                        }
                        doorWait = "none";
                    }
                    else
                    {
                        moveToList = player.Movement(new Vector2(1, 1), level.grid, moveType, moveToList);
                        moveType   = "one";
                    }
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                }
            }
            if (newState.IsKeyDown(Keys.Down) || newState.IsKeyDown(Keys.NumPad2))
            {
                if (!oldState.IsKeyDown(Keys.Down) && !oldState.IsKeyDown(Keys.NumPad2) || repeat)
                {
                    if (doorWait != "none")
                    {
                        doorTile = level.grid[(int)player.location.X, (int)player.location.Y + 1];
                        switch (doorWait)
                        {
                        case ("close"):
                            playerActed = doorTile.CloseDoor();
                            break;

                        case ("open"):
                            playerActed = doorTile.OpenDoor();
                            break;
                        }
                        doorWait = "none";
                    }
                    else
                    {
                        moveToList = player.Movement(new Vector2(0, 1), level.grid, moveType, moveToList);
                        moveType   = "one";
                    }
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                }
            }
            if (newState.IsKeyDown(Keys.NumPad1))
            {
                if (!oldState.IsKeyDown(Keys.NumPad1) || repeat)
                {
                    if (doorWait != "none")
                    {
                        doorTile = level.grid[(int)player.location.X - 1, (int)player.location.Y + 1];
                        switch (doorWait)
                        {
                        case ("close"):
                            playerActed = doorTile.CloseDoor();
                            break;

                        case ("open"):
                            playerActed = doorTile.OpenDoor();
                            break;
                        }
                        doorWait = "none";
                    }
                    else
                    {
                        moveToList = player.Movement(new Vector2(-1, 1), level.grid, moveType, moveToList);
                        moveType   = "one";
                    }
                    fov = new FOV(level.grid, player.location);
                    fov.GetVisibility();
                }
            }
            if (newState.IsKeyDown(Keys.OemPeriod))
            {
                if (!oldState.IsKeyDown(Keys.OemPeriod))
                {
                    if (player.MoveDown(level.grid))
                    {
                        if (currentdngn_floor == dungeon.Count - 1)
                        {
                            level = new Dungeon(npcDicationary);
                            dungeon.Add(level);
                            npcs = level.npcs;
                            currentdngn_floor++;
                        }
                        else
                        {
                            currentdngn_floor++;
                            level = dungeon[currentdngn_floor];
                        }
                        player.location = level.upStairs.tilePos;
                        fov             = new FOV(level.grid, player.location);
                        fov.GetVisibility();
                    }
                }
            }
            if (newState.IsKeyDown(Keys.OemComma))
            {
                if (!oldState.IsKeyDown(Keys.OemComma))
                {
                    if (currentdngn_floor > 0)
                    {
                        if (player.MoveUp(level.grid))
                        {
                            currentdngn_floor--;
                            level           = dungeon[currentdngn_floor];
                            npcs            = level.npcs;
                            player.location = level.downStairs.tilePos;
                            fov             = new FOV(level.grid, player.location);
                            fov.GetVisibility();
                        }
                    }
                }
            }
            if (newState.IsKeyDown(Keys.C))
            {
                if (!oldState.IsKeyDown(Keys.C))
                {
                    doorWait = "close";
                    Log.Write("Close which door?");
                }
            }
            if (newState.IsKeyDown(Keys.O))
            {
                if (!oldState.IsKeyDown(Keys.O))
                {
                    doorWait = "open";
                    Log.Write("Open which door?");
                }
            }
            if (newState.IsKeyDown(Keys.Divide))
            {
                if (!oldState.IsKeyDown(Keys.Divide))
                {
                    moveType = "five";
                }
            }
            if (newState.IsKeyDown(Keys.Multiply))
            {
                if (!oldState.IsKeyDown(Keys.Multiply))
                {
                    moveType = "end";
                }
            }

            if (newState.IsKeyDown(Keys.I))
            {
                if (!oldState.IsKeyDown(Keys.I))
                {
                    menu = !menu;
                }
            }

            /*if (newState.IsKeyDown(Keys.X))
             * {
             *  if (!oldState.IsKeyDown(Keys.X))
             *  {
             *      moveToList = Pathing.FindPath(new Vector2(12,12),level.grid);
             *  }
             * }*/

            if (newState.IsKeyDown(Keys.Escape))
            {
                if (!oldState.IsKeyDown(Keys.Escape))
                {
                    Exit();
                }
            }

            if (newState.IsKeyDown(Keys.Enter))
            {
                if (!oldState.IsKeyDown(Keys.Enter))
                {
                    Log.Write("Test message!");
                }
            }

            if (newState.IsKeyDown(Keys.F10))
            {
                if (!oldState.IsKeyDown(Keys.F10))
                {
                    for (int x = 0; x < 50; x++)
                    {
                        for (int y = 0; y < 50; y++)
                        {
                            level.grid[x, y].visible = true;
                        }
                    }
                }
            }

            if (newMouseState.LeftButton == ButtonState.Pressed)
            {
                if (oldMouseState.LeftButton != ButtonState.Pressed &&
                    GraphicsDevice.Viewport.Bounds.Contains(new Point((int)newMouseState.X, (int)newMouseState.Y)))
                {
                    Vector2 clickedTile = new Vector2();
                    Vector2 moveToTile  = new Vector2();
                    clickedTile.X = newMouseState.X / 32;  //Get on screen tile coords
                    clickedTile.Y = newMouseState.Y / 32;

                    if (clickedTile.X >= 0 && clickedTile.X < 25 && clickedTile.Y >= 0 && clickedTile.Y < 25)
                    {
                        moveToTile = viewport.GetTile(clickedTile);  //Get whole dungeon tile coords
                        if (level.grid[(int)moveToTile.X, (int)moveToTile.Y].seen ||
                            level.grid[(int)moveToTile.X, (int)moveToTile.Y].visible)
                        {
                            moveToList = Pathing.FindPath(moveToTile, player.location, level.grid);
                        }
                    }
                }
            }

            // Update saved state.
            oldState      = newState;
            oldMouseState = newMouseState;
        }