Game Development Reference
In-Depth Information
Here we're just passing the
VirtualKey
code through to the
KeyUp()
and
KeyDown()
methods that we need to add to the
Game
object.
Inside the
Game
class, we will define the following prototypes:
void KeyDown(Windows::System::VirtualKey vkey);
void KeyUp(Windows::System::VirtualKey vkey);
Now we can move onto the interesting part. Inside the
Game.cpp
file, we need to
add the following code:
void Game::KeyDown(Windows::System::VirtualKey
vkey)
{
switch (vkey)
{
case Windows::System::VirtualKey::Left:
case Windows::System::VirtualKey::Up:
_sidePressed = -1;
break;
case Windows::System::VirtualKey::Right:
case Windows::System::VirtualKey::Down:
_sidePressed = 1;
break;
}
}
void Game::KeyUp(Windows::System::VirtualKey
vkey)
{
_sidePressed = 0;
}
In this code, the
KeyUp()
method is exactly the same as the
PointerReleased
handler; however, the real work is done in the
KeyDown()
method. We'll rely on the
Update()
method that we implemented earlier to handle the movement logic so