public void Update() { KeyboardState keyboardState = Keyboard.GetState(); //create a keyboard state variable to hold current keyboard state if ((keyboardState.IsKeyDown(Keys.S) && lastState.IsKeyUp(Keys.S)) || (keyboardState.IsKeyDown(Keys.Down) && lastState.IsKeyUp(Keys.Down))) { count++; if (Music.canPlay) { game.grappleS.Play(); } if (count > 4) { count = 0; } } if (keyboardState.IsKeyDown(Keys.W) && lastState.IsKeyUp(Keys.W) || (keyboardState.IsKeyDown(Keys.Up) && lastState.IsKeyUp(Keys.Up))) { count--; if (Music.canPlay) { game.grappleS.Play(); } if (count < 0) { count = 4; } } if (keyboardState.IsKeyDown(Keys.Enter) && lastState.IsKeyUp(Keys.Enter) || keyboardState.IsKeyDown(Keys.Space) && lastState.IsKeyUp(Keys.Space)) { if (count == 0) { gameState.SwitchInstruct(game); } else if (count == 1) { gameState.StartGame(); } else if (count == 2) { gameState.SwitchOption(game); } else if (count == 3) { gameState.SwitchLevel(game); } else if (count == 4) { gameState.SwitchCredit(game); } if (Music.canPlay) { game.grappleS.Play(); } } font1 = game.Content.Load <SpriteFont>("Font1"); // Loads Font1 lastState = keyboardState; //assigns current keyboard state to lastState }
//Update Method public void Update(GameTime gameTime) { KeyboardState keyState = Keyboard.GetState(); if (gameState.PauseScreen == null) { if (keyState.IsKeyDown(Keys.S) && lastState.IsKeyDown(Keys.S)) { gameState.CurrentScreen = Screen.StartScreen; } if (keyState.IsKeyDown(Keys.Back) && keyState.IsKeyDown(Keys.Back)) { gameState.CurrentScreen = Screen.StartScreen; } lastState = keyState; keyState = Keyboard.GetState(); //create a keyboard state variable to hold current keyboard state if (keyState.IsKeyDown(Keys.S) && lastState.IsKeyDown(Keys.S)) { gameState.CurrentScreen = Screen.StartScreen; } if (keyState.IsKeyDown(Keys.G) && lastState.IsKeyDown(Keys.G)) { gameState.StartGame("test.txt", "level2"); } if (keyState.IsKeyDown(Keys.O) && lastState.IsKeyDown(Keys.O)) { gameState.SwitchOption(game); } if (keyState.IsKeyDown(Keys.L) && lastState.IsKeyDown(Keys.L)) { gameState.SwitchLevel(game); } if (keyState.IsKeyDown(Keys.C) && lastState.IsKeyDown(Keys.C)) { gameState.SwitchCredit(game); } } else { if (keyState.IsKeyDown(Keys.Back) && lastState.IsKeyDown(Keys.Back)) { gameState.SwitchPause(); } } lastState = keyState; // assigns current keyboard state to lastState }