bded5818b071d57a703cba3a9dc7a4af1fec2bba
1 package ru
.deadsoftware
.cavecraft
.game
;
3 import com
.badlogic
.gdx
.Input
;
4 import com
.badlogic
.gdx
.utils
.TimeUtils
;
5 import ru
.deadsoftware
.cavecraft
.misc
.AppState
;
6 import ru
.deadsoftware
.cavecraft
.misc
.Assets
;
7 import ru
.deadsoftware
.cavecraft
.CaveGame
;
9 public class GameInput
{
11 private GameProc gameProc
;
13 public GameInput(GameProc gameProc
) {
14 this.gameProc
= gameProc
;
17 private void wasdPressed(int keycode
) {
18 if (gameProc
.ctrlMode
==0 || !CaveGame
.TOUCH
) {
21 gameProc
.player
.moveX
.x
= -GamePhysics
.PL_SPEED
;
22 gameProc
.player
.dir
= 0;
25 gameProc
.player
.moveX
.x
= GamePhysics
.PL_SPEED
;
26 gameProc
.player
.dir
= 1;
29 } else if (CaveGame
.TOUCH
){
47 public void keyDown(int keycode
) {
48 gameProc
.isKeyDown
= true;
49 gameProc
.keyDownCode
= keycode
;
50 if (keycode
== Input
.Keys
.W
|| keycode
== Input
.Keys
.A
||
51 keycode
== Input
.Keys
.S
|| keycode
== Input
.Keys
.D
) {
53 } else switch (keycode
) {
54 case Input
.Keys
.ALT_LEFT
:
57 if (gameProc
.ctrlMode
> 1) gameProc
.ctrlMode
= 0;
61 case Input
.Keys
.SPACE
:
62 if (gameProc
.player
.canJump
) {
63 gameProc
.player
.moveY
.add(0, -7);
64 } else if (!gameProc
.player
.flyMode
) {
65 gameProc
.player
.flyMode
= true;
66 gameProc
.player
.moveY
.setZero();
68 gameProc
.player
.moveY
.y
= -GamePhysics
.PL_SPEED
;
72 case Input
.Keys
.CONTROL_LEFT
:
73 gameProc
.player
.moveY
.y
= GamePhysics
.PL_SPEED
;
77 if (CaveGame
.STATE
== AppState
.GAME_PLAY
) CaveGame
.STATE
= AppState
.GAME_CREATIVE_INV
;
78 else CaveGame
.STATE
= AppState
.GAME_PLAY
;
81 case Input
.Keys
.ESCAPE
: case Input
.Keys
.BACK
:
82 CaveGame
.STATE
= AppState
.GOTO_MENU
;
87 public void keyUp(int keycode
) {
89 case Input
.Keys
.A
: case Input
.Keys
.D
:
90 gameProc
.player
.moveX
.x
= 0;
93 case Input
.Keys
.SPACE
: case Input
.Keys
.CONTROL_LEFT
:
94 if (gameProc
.player
.flyMode
) gameProc
.player
.moveY
.setZero();
99 public void mouseMoved(int screenX
, int screenY
) {
102 public void touchDown(int screenX
, int screenY
, int button
) {
103 if (CaveGame
.STATE
== AppState
.GAME_CREATIVE_INV
&&
104 screenX
>gameProc
.renderer
.camera
.viewportWidth
/2-Assets
.creativeInv
.getRegionWidth()/2 &&
105 screenX
<gameProc
.renderer
.camera
.viewportWidth
/2+Assets
.creativeInv
.getRegionWidth()/2 &&
106 screenY
>gameProc
.renderer
.camera
.viewportHeight
/2-Assets
.creativeInv
.getRegionHeight()/2 &&
107 screenY
<gameProc
.renderer
.camera
.viewportHeight
/2+Assets
.creativeInv
.getRegionHeight()/2) {
108 int ix
= (int) (screenX
- (gameProc
.renderer
.camera
.viewportWidth
/ 2 - Assets
.creativeInv
.getRegionWidth() / 2 + 8)) / 18;
109 int iy
= (int) (screenY
- (gameProc
.renderer
.camera
.viewportHeight
/ 2 - Assets
.creativeInv
.getRegionHeight() / 2 + 18)) / 18;
110 int item
= ix
+ iy
* 8;
111 if (item
>= 0 && item
< Items
.BLOCKS
.size
) {
112 for (int i
= 8; i
> 0; i
--) {
113 gameProc
.player
.inventory
[i
] = gameProc
.player
.inventory
[i
- 1];
115 gameProc
.player
.inventory
[0] = item
;
117 } else if (CaveGame
.STATE
== AppState
.GAME_CREATIVE_INV
) {
118 CaveGame
.STATE
= AppState
.GAME_PLAY
;
120 gameProc
.touchDownX
= screenX
;
121 gameProc
.touchDownY
= screenY
;
122 gameProc
.touchDownTime
= TimeUtils
.millis();
123 gameProc
.isTouchDown
= true;
124 gameProc
.touchDownButton
= button
;
128 public void touchUp(int screenX
, int screenY
, int button
) {
129 if (gameProc
.isKeyDown
) {
130 keyUp(gameProc
.keyDownCode
);
131 gameProc
.isKeyDown
= false;
133 if (gameProc
.isTouchDown
) {
134 if (button
== Input
.Buttons
.RIGHT
){
135 gameProc
.world
.placeToForeground(gameProc
.cursorX
, gameProc
.cursorY
,
136 gameProc
.player
.inventory
[gameProc
.invSlot
]);
137 } else if (button
== Input
.Buttons
.LEFT
) {
138 if (screenY
<Assets
.invBar
.getRegionHeight() &&
139 screenX
>gameProc
.renderer
.camera
.viewportWidth
/2-Assets
.invBar
.getRegionWidth()/2 &&
140 screenX
<gameProc
.renderer
.camera
.viewportWidth
/2+Assets
.invBar
.getRegionWidth()/2) {
141 gameProc
.invSlot
= (int)((screenX
-(gameProc
.renderer
.camera
.viewportWidth
/2-Assets
.invBar
.getRegionWidth()/2))/20);
142 } else if (gameProc
.world
.getForeMap(gameProc
.cursorX
, gameProc
.cursorY
) > 0) {
143 gameProc
.world
.placeToForeground(gameProc
.cursorX
, gameProc
.cursorY
, 0);
144 } else if (gameProc
.world
.getBackMap(gameProc
.cursorX
, gameProc
.cursorY
) > 0) {
145 gameProc
.world
.placeToBackground(gameProc
.cursorX
, gameProc
.cursorY
, 0);
150 gameProc
.isTouchDown
= false;
153 public void touchDragged(int screenX
, int screenY
) {
156 public void scrolled(int amount
) {
157 gameProc
.invSlot
+= amount
;
158 if (gameProc
.invSlot
< 0) gameProc
.invSlot
= 8;
159 if (gameProc
.invSlot
> 8) gameProc
.invSlot
= 0;