DEADSOFTWARE

Improve autojump and AI
[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.Pig;
8 import ru.deadsoftware.cavecraft.misc.AppState;
9 import ru.deadsoftware.cavecraft.misc.Assets;
11 public class GameInput {
13 private GameProc gameProc;
15 public GameInput(GameProc gameProc) {
16 this.gameProc = gameProc;
17 }
19 private void wasdPressed(int keycode) {
20 if (gameProc.ctrlMode==0 || !CaveGame.TOUCH) {
21 switch (keycode) {
22 case Input.Keys.A:
23 gameProc.player.moveX.x = -GamePhysics.PL_SPEED;
24 gameProc.player.dir = 0;
25 break;
26 case Input.Keys.D:
27 gameProc.player.moveX.x = GamePhysics.PL_SPEED;
28 gameProc.player.dir = 1;
29 break;
30 }
31 } else if (CaveGame.TOUCH){
32 switch (keycode) {
33 case Input.Keys.A:
34 gameProc.cursorX--;
35 break;
36 case Input.Keys.D:
37 gameProc.cursorX++;
38 break;
39 case Input.Keys.W:
40 gameProc.cursorY--;
41 break;
42 case Input.Keys.S:
43 gameProc.cursorY++;
44 break;
45 }
46 }
47 }
49 public void keyDown(int keycode) {
50 gameProc.isKeyDown = true;
51 gameProc.keyDownCode = keycode;
52 if (keycode == Input.Keys.W || keycode == Input.Keys.A ||
53 keycode == Input.Keys.S || keycode == Input.Keys.D) {
54 wasdPressed(keycode);
55 } else switch (keycode) {
56 case Input.Keys.ALT_LEFT:
57 if (CaveGame.TOUCH) {
58 gameProc.ctrlMode++;
59 if (gameProc.ctrlMode > 1) gameProc.ctrlMode = 0;
60 }
61 break;
63 case Input.Keys.SPACE:
64 if (gameProc.player.canJump) {
65 gameProc.player.moveY.add(0, -7);
66 } else if (!gameProc.player.flyMode) {
67 gameProc.player.flyMode = true;
68 gameProc.player.moveY.setZero();
69 } else {
70 gameProc.player.moveY.y = -GamePhysics.PL_SPEED;
71 }
72 break;
74 case Input.Keys.CONTROL_LEFT:
75 gameProc.player.moveY.y = GamePhysics.PL_SPEED;
76 break;
78 case Input.Keys.E:
79 if (CaveGame.STATE == AppState.GAME_PLAY) CaveGame.STATE = AppState.GAME_CREATIVE_INV;
80 else CaveGame.STATE = AppState.GAME_PLAY;
81 break;
83 case Input.Keys.G:
84 gameProc.mobs.add(new Pig(gameProc.cursorX*16, gameProc.cursorY*16));
85 break;
87 case Input.Keys.ESCAPE: case Input.Keys.BACK:
88 CaveGame.STATE = AppState.GOTO_MENU;
89 break;
91 case Input.Keys.F1:
92 GameScreen.SHOW_DEBUG = !GameScreen.SHOW_DEBUG;
93 break;
94 }
95 }
97 public void keyUp(int keycode) {
98 switch (keycode) {
99 case Input.Keys.A: case Input.Keys.D:
100 gameProc.player.moveX.x = 0;
101 break;
103 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
104 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
105 break;
109 public void mouseMoved(int screenX, int screenY) {
112 public void touchDown(int screenX, int screenY, int button) {
113 gameProc.touchDownTime = TimeUtils.millis();
114 gameProc.isTouchDown = true;
115 gameProc.touchDownButton = button;
116 gameProc.touchDownX = screenX;
117 gameProc.touchDownY = screenY;
120 public void touchUp(int screenX, int screenY, int button) {
121 if (gameProc.isKeyDown) {
122 keyUp(gameProc.keyDownCode);
123 gameProc.isKeyDown = false;
125 if (gameProc.isTouchDown) {
126 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV &&
127 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
128 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
129 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
130 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
131 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
132 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
133 int item = gameProc.creativeScroll*8+(ix + iy * 8);
134 if (ix>=8 || ix<0 || iy<0 || iy>=5) item=-1;
135 if (item >= 0 && item < Items.BLOCKS.size) {
136 for (int i = 8; i > 0; i--) {
137 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
139 gameProc.player.inventory[0] = item;
141 } else if (CaveGame.STATE == AppState.GAME_CREATIVE_INV) {
142 CaveGame.STATE = AppState.GAME_PLAY;
143 } else if (screenY<Assets.invBar.getRegionHeight() &&
144 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
145 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
146 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
147 } else if (button == Input.Buttons.RIGHT){
148 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
149 gameProc.player.inventory[gameProc.invSlot]);
150 } else if (button == Input.Buttons.LEFT) {
151 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
152 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);
153 } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) {
154 gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0);
159 gameProc.isTouchDown = false;
162 public void touchDragged(int screenX, int screenY) {
163 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV && Math.abs(screenY-gameProc.touchDownY)>16) {
164 if (screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
165 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
166 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
167 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
168 gameProc.creativeScroll -= (screenY - gameProc.touchDownY) / 16;
169 gameProc.touchDownX = screenX;
170 gameProc.touchDownY = screenY;
171 if (gameProc.creativeScroll < 0) gameProc.creativeScroll = 0;
172 if (gameProc.creativeScroll > gameProc.maxCreativeScroll)
173 gameProc.creativeScroll = gameProc.maxCreativeScroll;
178 public void scrolled(int amount) {
179 switch (CaveGame.STATE) {
180 case GAME_PLAY:
181 gameProc.invSlot += amount;
182 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
183 if (gameProc.invSlot > 8) gameProc.invSlot = 0;
184 break;
185 case GAME_CREATIVE_INV:
186 gameProc.creativeScroll+=amount;
187 if (gameProc.creativeScroll<0) gameProc.creativeScroll=0;
188 if (gameProc.creativeScroll>gameProc.maxCreativeScroll)
189 gameProc.creativeScroll=gameProc.maxCreativeScroll;
190 break;