Keyboard Input
Keyboard input is handled via the Keyboard
class, which is in the Microsoft.XNA.Framework.Input
namespace. The Keyboard
class has a static method called GetState
that retrieves the current state of the keyboard in the form
of a KeyboardState
structure.
The KeyboardState
structure contains three key
methods that will give you most of the functionality you'll need, as shown in Table 3-1.
Table 3-1. Key methods in the KeyboardState structure
Method |
Description |
---|---|
|
Returns an array of keys pressed at the time of the method call |
|
Returns |
|
Returns |
As an example of the use of the Keyboard
class,
if you wanted to check to see whether the "A" key was pressed, you'd use the
following line of code:
if(Keyboard.GetState( ).IsKeyDown(Keys.A)) // BAM!!! A is pressed!
In this game, you'll modify the code to allow the user to control the three rings sprite, moving it up, down, left, or right with the arrow keys.
The three rings sprite is currently hardcoded to be drawn at (0, 0), but to move
it around the screen, you'll need to be able to change the position at which you
draw the sprite. You'll need to use a Vector2
variable to represent the current position at which to draw the three ...
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