public override bool ProcessKeyboard(SadConsole.Input.Keyboard info) { // Forward the keyboard data to the entity to handle the movement code. // We could detect if the users hit ESC and popup a menu or something. // By not setting the entity as the active object, twe let this // "game level" (the console we're hosting the entity on) determine if // the keyboard data should be sent to the entity. // Process logic for moving the entity. bool keyHit = false; var oldPosition = player.Position; if (info.IsKeyReleased(Keys.Up)) { player.Position = new Point(player.Position.X, player.Position.Y - 1); keyHit = true; } else if (info.IsKeyReleased(Keys.Down)) { player.Position = new Point(player.Position.X, player.Position.Y + 1); keyHit = true; } if (info.IsKeyReleased(Keys.Left)) { player.Position = new Point(player.Position.X - 1, player.Position.Y); keyHit = true; } else if (info.IsKeyReleased(Keys.Right)) { player.Position = new Point(player.Position.X + 1, player.Position.Y); keyHit = true; } if (keyHit) { // Check if the new position is valid if (ViewPort.Contains(player.Position)) { // Entity moved. Let's draw a trail of where they moved from. SetGlyph(playerPreviousPosition.X, playerPreviousPosition.Y, 250); playerPreviousPosition = player.Position; return(true); } else // New position was not in the area of the console, move back { player.Position = oldPosition; } } // You could have multiple entities in the game for example, and change // which entity gets keyboard commands. return(false); }