When I hold a key in my game to move my player:
public void MainForm_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Up)
{
Pla
A subjectivly elegent approach:
public partial class Form1 : Form
{
private static Timer timer;
private static bool[] keys_down;
private static Keys[] key_props;
private void Form1_Load(object sender, EventArgs e)
{
keys_down = new bool[4];
key_props = new []{Keys.A, Keys.D, Keys.W, Keys.S};
timer = new Timer();
timer.Interval = 15; // Roughly 67 FPS
timer.Tick += tick;
timer.Start();
KeyDown += key_down_event;
KeyUp += key_up_event;
... // More things to do when the form loads.
}
private void tick(Object source, EventArgs e)
{
... // Do this every timing interval.
byte n = 0;
foreach (var v in keys_down)
{
if (n == 3 && v)
... // If the "s" key is being held down, no key delay issues. :)
n++;
}
...
}
private void key_down_event(object sender, KeyEventArgs e)
{
byte n = 0;
foreach (var v in keys_down)
{
if (e.KeyCode == key_props[n])
keys_down[n] = true;
n++;
}
}
private void key_up_event(object sender, KeyEventArgs e)
{
byte n = 0;
foreach (var v in keys_down)
{
if (e.KeyCode == key_props[n])
keys_down[n] = false;
n++;
}
}
public Form1()
{
InitializeComponent();
}
}