diff --git a/axios/Engine/Extensions/InputState.cs b/axios/Engine/Extensions/InputState.cs
new file mode 100644
index 0000000..53c0165
--- /dev/null
+++ b/axios/Engine/Extensions/InputState.cs
@@ -0,0 +1,56 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using GameStateManagement;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Input;
+
+namespace Axios.Engine.Extensions
+{
+ public static class AxiosExtensions_InputState
+ {
+ // I got tired of always specifying Player one
+ //-- Nathan Adams [adamsna@datanethost.net] - 6/3/2012
+ ///
+ /// This checks if the key is pressed by player one
+ ///
+ ///
+ ///
+ public static bool IsKeyPressed(this InputState input, Keys key)
+ {
+ PlayerIndex p;
+ return input.IsKeyPressed(key, PlayerIndex.One, out p);
+ }
+
+ public static bool IsButtonPressed(this InputState input, Buttons button)
+ {
+ PlayerIndex p;
+ return input.IsButtonPressed(button, PlayerIndex.One, out p);
+ }
+
+ public static bool IsNewKeyPress(this InputState input, Keys key)
+ {
+ PlayerIndex p;
+ return input.IsNewKeyPress(key, PlayerIndex.One, out p);
+ }
+
+ public static bool IsNewButtonPress(this InputState input, Buttons button)
+ {
+ PlayerIndex p;
+ return input.IsNewButtonPress(button, PlayerIndex.One, out p);
+ }
+
+ public static bool IsNewButtonRelease(this InputState input, Buttons button)
+ {
+ PlayerIndex p;
+ return input.IsNewButtonRelease(button, PlayerIndex.One, out p);
+ }
+
+ public bool IsNewKeyRelease(this InputState input, Keys key)
+ {
+ PlayerIndex p;
+ return input.IsNewKeyRelease(key, PlayerIndex.One, out p);
+ }
+ }
+}