public Controls() { instance = this; addKey(Keys.Z); addKey(Keys.X); addKey(Keys.Up); addKey(Keys.Down); addKey(Keys.Left); addKey(Keys.Right); addKey(Keys.A); addKey(Keys.S); addKey(Keys.D); addKey(Keys.F); addKey(Keys.C); addKey(Keys.V); addKey(Keys.B); addKey(Keys.Escape); addKey(Keys.W); addKey(Keys.Q); addKey(Keys.Q); addKey(Keys.E); addKey(Keys.R); addKey(Keys.Space); addKey(Keys.Enter); addKey(Keys.LeftShift); addKey(Keys.Delete); addKey(Keys.T); addKey(Keys.P); addKey(Keys.D1); addKey(Keys.D2); addKey(Keys.N); addKey(Keys.M); addKey(Keys.LeftControl); addButton(Buttons.A); addButton(Buttons.B); addButton(Buttons.X); addButton(Buttons.Y); addButton(Buttons.DPadUp); addButton(Buttons.DPadDown); addButton(Buttons.DPadLeft); addButton(Buttons.DPadRight); addButton(Buttons.RightShoulder); addButton(Buttons.LeftStick); addButton(Buttons.RightStick); addButton(Buttons.LeftShoulder); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here controls = new Controls(); objList = new List<Obj>(); //graphics.IsFullScreen = true; graphics.PreferredBackBufferHeight = Global.Height; graphics.PreferredBackBufferWidth = Global.Width; graphics.ApplyChanges(); base.Initialize(); }