GraphicsDeviceManager graphics;\r
SpriteBatch spriteBatch;\r
Player p;\r
+\r
+ KeyboardState previousKeyboardState;\r
+ KeyboardState currentKeyboardState;\r
public Game1()\r
{\r
graphics = new GraphicsDeviceManager(this);\r
// Allows the game to exit\r
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)\r
this.Exit();\r
-\r
+ currentKeyboardState = Keyboard.GetState();\r
// TODO: Add your update logic here\r
+ p.updatePlayerScreenPosition(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);\r
+\r
+ List<Keys> movementKeys = new List<Keys>();\r
+ if (currentKeyboardState.IsKeyDown(Keys.Up))\r
+ {\r
+ movementKeys.Add(Keys.Up);\r
+ }\r
+ if (currentKeyboardState.IsKeyDown(Keys.Down))\r
+ {\r
+ movementKeys.Add(Keys.Down);\r
+ }\r
+ if (currentKeyboardState.IsKeyDown(Keys.Left))\r
+ {\r
+ movementKeys.Add(Keys.Left);\r
+ }\r
+ if (currentKeyboardState.IsKeyDown(Keys.Right))\r
+ {\r
+ movementKeys.Add(Keys.Right);\r
+ }\r
+\r
+ p.movePlayer(movementKeys);\r
\r
+ previousKeyboardState = Keyboard.GetState();\r
base.Update(gameTime);\r
}\r
\r