Input

Polled every frame via CNA's Keyboard API — no event-driven input.

Reading Input

auto keys = Microsoft::Xna::Framework::Input::Keyboard::GetState();
bool up    = keys.IsKeyDown(Keys::Up);
bool down  = keys.IsKeyDown(Keys::Down);
bool left  = keys.IsKeyDown(Keys::Left);
bool right = keys.IsKeyDown(Keys::Right);
bool jump  = keys.IsKeyDown(Keys::Space);

Input is polled once per frame inside GalaxyEggbertCnaGame::Update(), then passed directly into GEBlupiController::Step(world, dx, dz, jump, dt). There is no event-driven input handling and no input abstraction layer.

Full Key List

See Controls — currently just arrow keys and Space.

Not Implemented

Not implemented No gamepad/controller support, no touch input, no key remapping, no pause/menu keys. GalaxyEggbertSimple3D (the reference target) has a richer key set (rotation, strafing, phase transitions, gamer-select) that has not been ported to CNA.