WPF C# Tutorial – Move an object with Keyboard and Timer in Visual Studio
- Subject: WPF C# Tutorials
- Learning Time: 1 hour
Full Source Code –
Double check the code here to make sure your version works correctly, if for some reason it doesn’t work check the code.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.Windows.Threading; // for the timer
namespace Keyboard_Timer_Controls
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
int speed = 10; // declaring an integer called speed with value of 10
bool goUp; // this is the go up boolean
bool goDown; // this is the go down boolean
bool goLeft; // this is the go left boolean
bool goRight; // this is the go right boolean
public MainWindow()
{
InitializeComponent();
DispatcherTimer dispatcherTimer = new DispatcherTimer(); // adding the timer to the form
dispatcherTimer.Tick += Timer_Tick; // linking the timer event
dispatcherTimer.Interval = TimeSpan.FromMilliseconds(20); // running the timer every 20 milliseconds
dispatcherTimer.Start(); // starting the timer
}
private void Canvas_KeyDown(object sender, KeyEventArgs e)
{
if (e.Key == Key.Down)
{
goDown = true; // down key is pressed go down will be true
}
else if (e.Key == Key.Up)
{
goUp = true; // up key is pressed go up will be true
}
else if (e.Key == Key.Left)
{
goLeft = true; // left key is pressed go left will be true
}
else if (e.Key == Key.Right)
{
goRight = true; // right key is pressed go right will be true
}
}
private void Canvas_KeyUp(object sender, KeyEventArgs e)
{
if (e.Key == Key.Down)
{
goDown = false; // down is released go down will be false
}
else if (e.Key == Key.Up)
{
goUp = false; // up key is released go up will be false
}
else if (e.Key == Key.Left)
{
goLeft = false; // left key is released go left will be false
}
else if (e.Key == Key.Right)
{
goRight = false; // right key is released go right will be false
}
}
private void Timer_Tick(object sender, EventArgs e)
{
if (goUp && Canvas.GetTop(rec1) > 0)
{
Canvas.SetTop(rec1, Canvas.GetTop(rec1) - speed);
// if go up is true and player is within the boundary from the top
// then we can use the set top to move the rec1 towards top of the screen
}
if (goDown && Canvas.GetTop(rec1) + (rec1.Height * 2) < Application.Current.MainWindow.Height)
{
Canvas.SetTop(rec1, Canvas.GetTop(rec1) + speed);
// if go down is true and player is within the boundary from the bottom of the screen
// then we can set top of rec1 to move down
}
if (goLeft && Canvas.GetLeft(rec1) > 0)
{
Canvas.SetLeft(rec1, Canvas.GetLeft(rec1) - speed);
// if go left is true and player is inside the boundary from the left
// then we can set left of the player to move towards left of the screen
}
if (goRight && Canvas.GetLeft(rec1) + (rec1.Width * 2) < Application.Current.MainWindow.Width)
{
Canvas.SetLeft(rec1, Canvas.GetLeft(rec1) + speed);
// if go right is true and player is inside the boundary from the right
// then we can set left of the player to move towards right of the screen
}
}
}
}
In my code, the rectangle never moooves.