CHANGE TEXTURE ON KEY DOWN

Ankit Singh

Total Post:341

Points:2389
Posted by  Ankit Singh
C# 
C#
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private void CheckKeyboardAndUpdateMovement()

{

    KeyboardState keyboardState = Keyboard.GetState();

    if (keyboardState.IsKeyUp(Keys.Left)) { ChangeTexture(1); }

    if (keyboardState.IsKeyUp(Keys.Right)) { ChangeTexture(2); }

    if (keyboardState.IsKeyDown(Keys.Left))

    {

        Movement -= Vector2.UnitX;

        ChangeTexture(3);

    }

    if (keyboardState.IsKeyDown(Keys.Right))

    {

        Movement += Vector2.UnitX;

        ChangeTexture(4);

    }

    if ((keyboardState.IsKeyDown(Keys.Space) || keyboardState.IsKeyDown(Keys.Up)) && IsOnFirmGround())

    {

        Movement = -Vector2.UnitY * JumpHeight;

    }

}

Here it is my method to get keyboard state and change texture based on which key is pressed.

it works if direction are pressed, but doesn't make its own job when nothing is pressed (just because both the IsKeyUp are true). Only the cases' order prevents the static texture to be shown while moving the sprite... My question is, how can I make a clean solution of this problem?

  1. Pravesh Singh

    Post:412

    Points:2888
    Re: Change texture on key down

    Hi Ankit,
    You can try this :

    enum Direction { Left = 1, Right = 2}

    Direction dir = Direction.Left; //or whatever

     

    private void CheckKeyboardAndUpdateMovement()

    {

        KeyboardState keyboardState = Keyboard.GetState();

        ChangeTexture((int)dir);

        if (keyboardState.IsKeyDown(Keys.Left))

        {

            Movement -= Vector2.UnitX;

            ChangeTexture(3);

            dir = Direction.Left;

        }

        if (keyboardState.IsKeyDown(Keys.Right))

        {

            Movement += Vector2.UnitX;

            ChangeTexture(4);

            dir = Direction.Right;

        }

        if ((keyboardState.IsKeyDown(Keys.Space) || keyboardState.IsKeyDown(Keys.Up)) && IsOnFirmGround())

        {

            Movement = -Vector2.UnitY * JumpHeight;

        }

    }

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