package ru.deadsoftware.cavedroid.game.input.handler.keyboard import ru.deadsoftware.cavedroid.MainConfig import ru.deadsoftware.cavedroid.game.GameScope import ru.deadsoftware.cavedroid.game.input.IKeyboardInputHandler import ru.deadsoftware.cavedroid.game.input.action.KeyboardInputAction import ru.deadsoftware.cavedroid.game.input.action.keys.KeyboardInputActionKey import ru.deadsoftware.cavedroid.game.mobs.MobsController import ru.deadsoftware.cavedroid.game.mobs.player.Player import ru.deadsoftware.cavedroid.game.world.GameWorld import ru.deadsoftware.cavedroid.misc.annotations.multibinding.BindKeyboardInputHandler import javax.inject.Inject @GameScope @BindKeyboardInputHandler class MoveCursorControlsModeKeyboardInputHandler @Inject constructor( private val mainConfig: MainConfig, private val mobsController: MobsController, private val gameWorld: GameWorld, ) : IKeyboardInputHandler { override fun checkConditions(action: KeyboardInputAction): Boolean { return mainConfig.isTouch && mobsController.player.controlMode == Player.ControlMode.CURSOR && action.isKeyDown && (action.actionKey is KeyboardInputActionKey.Left || action.actionKey is KeyboardInputActionKey.Right || action.actionKey is KeyboardInputActionKey.Up || action.actionKey is KeyboardInputActionKey.Down) } override fun handle(action: KeyboardInputAction) { val player = mobsController.player when (action.actionKey) { KeyboardInputActionKey.Left -> player.cursorX-- KeyboardInputActionKey.Right -> player.cursorX++ KeyboardInputActionKey.Up -> player.cursorY-- KeyboardInputActionKey.Down -> player.cursorY++ else -> return } player.checkCursorBounds(gameWorld); } companion object { private const val SURVIVAL_CURSOR_RANGE = 4 } }