public void MoveLeft() { Board.MoveLeft(); Invalidate(true); }
/// <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) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } tetrisBoard.Tick(gameTime.ElapsedGameTime.Milliseconds); if (!tetrisBoard.IsOver) { bool resetTimer = true; if (GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Left)) { resetTimer = false; if ((inTimer >= 30 && presses != 1) || (presses == 1 && inTimer >= 100)) { inTimer = 0; presses++; tetrisBoard.MoveLeft(); } else { inTimer += gameTime.ElapsedGameTime.Milliseconds; } } else if (GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Right)) { resetTimer = false; if ((inTimer >= 30 && presses != 1) || (presses == 1 && inTimer >= 100)) { inTimer = 0; presses++; tetrisBoard.MoveRight(); } else { inTimer += gameTime.ElapsedGameTime.Milliseconds; } } if (GamePad.GetState(PlayerIndex.One).DPad.Down == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Down)) { resetTimer = false; if ((inTimer >= 30 && presses != 1) || (presses == 1 && inTimer >= 100)) { inTimer = 0; presses++; tetrisBoard.GoDown(); } else { inTimer += gameTime.ElapsedGameTime.Milliseconds; } } if (resetTimer) { inTimer = 500; presses = 0; } } base.Update(gameTime); }