Keyboard input is handled via the
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
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
Returns an array of keys pressed at the time of the method call
As an example of the use of the
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 ...