I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work.
Here's the check code and the method it uses, along with the newMap method:
public class Game1 : Microsoft.Xna.Framework.Game
{
// ...
protected override void Update(GameTime gameTime)
{
// ...
// Check if Enter was pressed - if so, generate a new map
if (CheckInput(Keys.Enter, 1))
{
blocks = newMap(map, blocks, console);
}
// ...
}
// Method: Checks if a key is/was pressed
public bool CheckInput(Keys key, int checkType)
{
// Get current keyboard state
KeyboardState newState = Keyboard.GetState();
bool retType = false; // Return type
if (checkType == 0)
{
// Check Type: Is key currently down?
if (newState.IsKeyDown(key))
{
retType = true;
}
else
{
retType = false;
}
}
else if (checkType == 1)
{
// Check Type: Was the key pressed?
if (newState.IsKeyDown(key))
{
if (!oldState.IsKeyDown(key))
{
// Key was just pressed
retType = true;
}
else
{
// Key was already pressed, return false
retType = false;
}
}
}
// Save keyboard state
oldState = newState;
// Return result
if (retType == true)
{
return true;
}
else
{
return false;
}
}
// Method: Generate a new map
public List<Block> newMap(Map map, List<Block> blockList, Console console)
{
// Create new map block coordinates
List<Vector2> positions = new List<Vector2>();
positions = map.generateMap(console);
// Clear list and reallocate memory previously used up by it
blockList.Clear();
blockList.TrimExcess();
// Add new blocks to the list using positions created by generateMap()
foreach (Vector2 pos in positions)
{
blockList.Add(new Block() { Position = pos, Texture = dirtTex });
}
// Return modified list
return blockList;
}
// ...
}
and the generateMap code:
// Generate a list of Vector2 positions for blocks
public List<Vector2> generateMap(Console console, int method = 0)
{
ScreenTileWidth = gDevice.Viewport.Width / 16;
ScreenTileHeight = gDevice.Viewport.Height / 16;
maxHeight = gDevice.Viewport.Height;
List<Vector2> blockLocations = new List<Vector2>();
if (useScreenSize == true)
{
Width = ScreenTileWidth;
Height = ScreenTileHeight;
}
else
{
maxHeight = Height;
}
int startHeight = -500; // For debugging purposes, the startHeight is set to an
// hopefully-unreachable value - if it returns this, something is wrong
// Methods of land generation
/// <summary>
/// Third version land generation
/// Generates a base land height as the second version does
/// but also generates a 'max change' value which determines how much
/// the land can raise or lower by which it now does by a random amount
/// during generation
/// </summary>
if (method == 0)
{
// Get the land height
startHeight = rnd.Next(1, maxHeight);
int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by
int curHeight = startHeight;
for (int w = 0; w < Width; w++)
{
// Run a chance to lower/raise ground level
int changeBy = rnd.Next(1, maxChange);
int doChange = rnd.Next(0, 3);
if (doChange == 1 && !(curHeight <= (1 + maxChange)))
{
curHeight = curHeight - changeBy;
}
else if (doChange == 2 && !(curHeight >= (29 - maxChange)))
{
curHeight = curHeight + changeBy;
}
for (int h = curHeight; h < Height; h++)
{
// Location variables
float x = w * 16;
float y = h * 16;
blockLocations.Add(new Vector2(x, y));
}
}
console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString());
}
/// <summary>
/// Second version land generator
/// Generates a solid mass of land starting at a random height
/// derived from either screen height or provided height value
/// </summary>
else if (method == 1)
{
// Get the land height
startHeight = rnd.Next(0, 30);
for (int w = 0; w < Width; w++)
{
for (int h = startHeight; h < ScreenTileHeight; h++)
{
// Location variables
float x = w * 16;
float y = h * 16;
// Add a tile at set location
blockLocations.Add(new Vector2(x, y));
}
}
}
/// <summary>
/// First version land generator
/// Generates land completely randomly either across screen or
/// in a box set by Width and Height values
/// </summary>
else
{
// For each tile in the map...
for (int w = 0; w < Width; w++)
{
for (int h = 0; h < Height; h++)
{
// Location variables
float x = w * 16;
float y = h * 16;
// ...decide whether or not to place a tile...
if (rnd.Next(0, 2) == 1)
{
// ...and if so, add a tile at that location.
blockLocations.Add(new Vector2(x, y));
}
}
}
}
console.newMsg("[INFO] Cur, base height: " + startHeight.ToString());
return blockLocations;
}
I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here:
private int BackBufferWidth = 1280; // Added these variables
private int BackBufferHeight = 800;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = BackBufferWidth; // and this
graphics.PreferredBackBufferHeight = BackBufferHeight; // this
Content.RootDirectory = "Content";
this.graphics.IsFullScreen = true; // and this
}
When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.