/// <summary> /// Event handler from the input class that get's triggered when input is available /// </summary> /// <param name="sender"></param> /// <param name="args"></param> private void OnKeyPressed(object sender, KeyEventArgs args) { if (args.Key == KeyEventArgs.Keys.RotateL) { CurrentBlock.SafeRotate(gameBoard); } if (args.Key == KeyEventArgs.Keys.Left) { CurrentBlock.SafeMoveLeft(gameBoard); } if (args.Key == KeyEventArgs.Keys.Right) { CurrentBlock.SafeMoveRight(gameBoard); } if (args.Key == KeyEventArgs.Keys.Down) { CurrentBlock.SafeFall(gameBoard); } if (args.Key == KeyEventArgs.Keys.Exit) { GameOver(); } // Draw again after a key is pressed Draw(); }