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.