DEADSOFTWARE

Autoswim on touch screen
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameInput.java
1 package ru.deadsoftware.cavecraft.game;
3 import com.badlogic.gdx.Input;
4 import com.badlogic.gdx.utils.TimeUtils;
5 import ru.deadsoftware.cavecraft.CaveGame;
6 import ru.deadsoftware.cavecraft.GameScreen;
7 import ru.deadsoftware.cavecraft.game.mobs.FallingSand;
8 import ru.deadsoftware.cavecraft.game.mobs.Pig;
9 import ru.deadsoftware.cavecraft.misc.AppState;
10 import ru.deadsoftware.cavecraft.misc.Assets;
12 public class GameInput {
14 private GameProc gameProc;
16 public GameInput(GameProc gameProc) {
17 this.gameProc = gameProc;
18 }
20 private boolean checkSwim() {
21 return (CaveGame.TOUCH && Items.isFluid(gameProc.world.getForeMap((int)(gameProc.player.position.x+gameProc.player.width/2)/16,
22 (int)(gameProc.player.position.y+gameProc.player.height/4*3)/16)));
23 }
25 private void wasdPressed(int keycode) {
26 if (gameProc.ctrlMode==0 || !CaveGame.TOUCH) {
27 switch (keycode) {
28 case Input.Keys.A:
29 gameProc.player.moveX.x = -GamePhysics.PL_SPEED;
30 gameProc.player.dir = 0;
31 break;
32 case Input.Keys.D:
33 gameProc.player.moveX.x = GamePhysics.PL_SPEED;
34 gameProc.player.dir = 1;
35 break;
36 }
37 } else if (CaveGame.TOUCH){
38 switch (keycode) {
39 case Input.Keys.A:
40 gameProc.cursorX--;
41 break;
42 case Input.Keys.D:
43 gameProc.cursorX++;
44 break;
45 case Input.Keys.W:
46 gameProc.cursorY--;
47 break;
48 case Input.Keys.S:
49 gameProc.cursorY++;
50 break;
51 }
52 }
53 }
55 public void keyDown(int keycode) {
56 gameProc.isKeyDown = true;
57 gameProc.keyDownCode = keycode;
58 if (keycode == Input.Keys.W || keycode == Input.Keys.A ||
59 keycode == Input.Keys.S || keycode == Input.Keys.D) {
60 wasdPressed(keycode);
61 } else switch (keycode) {
62 case Input.Keys.ALT_LEFT:
63 if (CaveGame.TOUCH) {
64 gameProc.ctrlMode++;
65 if (gameProc.ctrlMode > 1) gameProc.ctrlMode = 0;
66 }
67 break;
69 case Input.Keys.SPACE:
70 if (checkSwim()) {
71 gameProc.swim = true;
72 } else if (gameProc.player.canJump) {
73 gameProc.player.moveY.add(0, -7);
74 } else if (!gameProc.player.flyMode) {
75 gameProc.player.flyMode = true;
76 gameProc.player.moveY.setZero();
77 } else {
78 gameProc.player.moveY.y = -GamePhysics.PL_SPEED;
79 }
80 break;
82 case Input.Keys.CONTROL_LEFT:
83 gameProc.player.moveY.y = GamePhysics.PL_SPEED;
84 break;
86 case Input.Keys.E:
87 if (CaveGame.STATE == AppState.GAME_PLAY) CaveGame.STATE = AppState.GAME_CREATIVE_INV;
88 else CaveGame.STATE = AppState.GAME_PLAY;
89 break;
91 case Input.Keys.G:
92 gameProc.mobs.add(new Pig(gameProc.cursorX*16, gameProc.cursorY*16));
93 break;
95 case Input.Keys.ESCAPE: case Input.Keys.BACK:
96 CaveGame.STATE = AppState.GOTO_MENU;
97 break;
99 case Input.Keys.F1:
100 GameScreen.SHOW_DEBUG = !GameScreen.SHOW_DEBUG;
101 break;
105 public void keyUp(int keycode) {
106 switch (keycode) {
107 case Input.Keys.A: case Input.Keys.D:
108 gameProc.player.moveX.x = 0;
109 if (gameProc.swim) gameProc.swim = false;
110 break;
112 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
113 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
114 if (gameProc.swim) gameProc.swim = false;
115 break;
119 public void mouseMoved(int screenX, int screenY) {
122 public void touchDown(int screenX, int screenY, int button) {
123 gameProc.touchDownTime = TimeUtils.millis();
124 gameProc.isTouchDown = true;
125 gameProc.touchDownButton = button;
126 gameProc.touchDownX = screenX;
127 gameProc.touchDownY = screenY;
130 public void touchUp(int screenX, int screenY, int button) {
131 if (CaveGame.TOUCH && gameProc.isKeyDown) {
132 keyUp(gameProc.keyDownCode);
133 gameProc.isKeyDown = false;
135 if (gameProc.isTouchDown) {
136 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV &&
137 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
138 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
139 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
140 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
141 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
142 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
143 int item = gameProc.creativeScroll*8+(ix + iy * 8);
144 if (ix>=8 || ix<0 || iy<0 || iy>=5) item=-1;
145 if (item >= 0 && item < Items.BLOCKS.size) {
146 for (int i = 8; i > 0; i--) {
147 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
149 gameProc.player.inventory[0] = item;
151 } else if (CaveGame.STATE == AppState.GAME_CREATIVE_INV) {
152 CaveGame.STATE = AppState.GAME_PLAY;
153 } else if (screenY<Assets.invBar.getRegionHeight() &&
154 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
155 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
156 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
157 } else if (button == Input.Buttons.RIGHT){
158 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
159 gameProc.player.inventory[gameProc.invSlot]);
160 } else if (button == Input.Buttons.LEFT) {
161 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
162 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);
163 } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) {
164 gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0);
169 gameProc.isTouchDown = false;
172 public void touchDragged(int screenX, int screenY) {
173 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV && Math.abs(screenY-gameProc.touchDownY)>16) {
174 if (screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
175 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
176 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
177 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
178 gameProc.creativeScroll -= (screenY - gameProc.touchDownY) / 16;
179 gameProc.touchDownX = screenX;
180 gameProc.touchDownY = screenY;
181 if (gameProc.creativeScroll < 0) gameProc.creativeScroll = 0;
182 if (gameProc.creativeScroll > gameProc.maxCreativeScroll)
183 gameProc.creativeScroll = gameProc.maxCreativeScroll;
188 public void scrolled(int amount) {
189 switch (CaveGame.STATE) {
190 case GAME_PLAY:
191 gameProc.invSlot += amount;
192 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
193 if (gameProc.invSlot > 8) gameProc.invSlot = 0;
194 break;
195 case GAME_CREATIVE_INV:
196 gameProc.creativeScroll+=amount;
197 if (gameProc.creativeScroll<0) gameProc.creativeScroll=0;
198 if (gameProc.creativeScroll>gameProc.maxCreativeScroll)
199 gameProc.creativeScroll=gameProc.maxCreativeScroll;
200 break;