diff --git a/core/src/ru/deadsoftware/cavecraft/game/GameInput.java b/core/src/ru/deadsoftware/cavecraft/game/GameInput.java
index c868a8adcb4250bb29c3ccd51127ec6844a3fefb..672c4c957c95eff7129ab2a375e41dd342fa8201 100644 (file)
}
private boolean checkSwim() {
- return (CaveGame.TOUCH && Items.isFluid(gameProc.world.getForeMap((int)(gameProc.player.position.x+gameProc.player.width/2)/16,
+ return (Items.isFluid(gameProc.world.getForeMap((int)(gameProc.player.position.x+gameProc.player.width/2)/16,
(int)(gameProc.player.position.y+gameProc.player.height/4*3)/16)));
}
case Input.Keys.A:
gameProc.player.moveX.x = -GamePhysics.PL_SPEED;
gameProc.player.dir = 0;
+ if (CaveGame.TOUCH && checkSwim()) gameProc.swim = true;
break;
case Input.Keys.D:
gameProc.player.moveX.x = GamePhysics.PL_SPEED;
gameProc.player.dir = 1;
+ if (CaveGame.TOUCH && checkSwim()) gameProc.swim = true;
break;
}
} else if (CaveGame.TOUCH){
switch (keycode) {
case Input.Keys.A: case Input.Keys.D:
gameProc.player.moveX.x = 0;
- if (gameProc.swim) gameProc.swim = false;
+ if (CaveGame.TOUCH && gameProc.swim) gameProc.swim = false;
break;
case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
int item = gameProc.creativeScroll*8+(ix + iy * 8);
if (ix>=8 || ix<0 || iy<0 || iy>=5) item=-1;
- if (item >= 0 && item < Items.BLOCKS.size) {
+ if (item >= 0 && item < Items.ITEMS.size()) {
for (int i = 8; i > 0; i--) {
gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
}
screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
} else if (button == Input.Buttons.RIGHT){
- gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
- gameProc.player.inventory[gameProc.invSlot]);
+ gameProc.useItem(gameProc.cursorX, gameProc.cursorY,
+ gameProc.player.inventory[gameProc.invSlot], false);
} else if (button == Input.Buttons.LEFT) {
if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);