This is a simple code that you can understand easily. Here KeyboardDown event is used which means whether any keyboard is pressed down. Don't mix it with down key arrow which I have mentioned in code.
XAML CODE
<Window x:Class="workingWithText1.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525" KeyDown="Window_KeyDown_1">
<Grid>
<Canvas Background="Green">
<Ellipse Name="ball" Fill="WhiteSmoke" Width="100" Height="100"></Ellipse>
</Canvas>
</Grid>
</Window>
XAML.CS 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;
namespace workingWithText1
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
int i = 0;
private void Window_KeyDown_1(object sender, KeyEventArgs e)
{
if ((Keyboard.GetKeyStates(Key.Down) & KeyStates.Down) > 0)
{
Canvas.SetTop(ball, i++);
}
if ((Keyboard.GetKeyStates(Key.Left) & KeyStates.Down) > 0)
{
Canvas.SetLeft(ball, i--);
}
if ((Keyboard.GetKeyStates(Key.Right) & KeyStates.Down) > 0)
Canvas.SetLeft(ball, i++);
if ((Keyboard.GetKeyStates(Key.Up) & KeyStates.Down) > 0)
Canvas.SetTop(ball, i--);
}
}
}
Note:
Here you can take multiple variables in place of for smooth motion.
XAML CODE
<Window x:Class="workingWithText1.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525" KeyDown="Window_KeyDown_1">
<Grid>
<Canvas Background="Green">
<Ellipse Name="ball" Fill="WhiteSmoke" Width="100" Height="100"></Ellipse>
</Canvas>
</Grid>
</Window>
XAML.CS 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;
namespace workingWithText1
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
int i = 0;
private void Window_KeyDown_1(object sender, KeyEventArgs e)
{
if ((Keyboard.GetKeyStates(Key.Down) & KeyStates.Down) > 0)
{
Canvas.SetTop(ball, i++);
}
if ((Keyboard.GetKeyStates(Key.Left) & KeyStates.Down) > 0)
{
Canvas.SetLeft(ball, i--);
}
if ((Keyboard.GetKeyStates(Key.Right) & KeyStates.Down) > 0)
Canvas.SetLeft(ball, i++);
if ((Keyboard.GetKeyStates(Key.Up) & KeyStates.Down) > 0)
Canvas.SetTop(ball, i--);
}
}
}
Note:
Here you can take multiple variables in place of for smooth motion.