DEADSOFTWARE

0f6c399c2ff60668c412fb0bdd1062964537b1e4
[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 (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 if (CaveGame.TOUCH && checkSwim()) gameProc.swim = true;
32 break;
33 case Input.Keys.D:
34 gameProc.player.moveX.x = GamePhysics.PL_SPEED;
35 gameProc.player.dir = 1;
36 if (CaveGame.TOUCH && checkSwim()) gameProc.swim = true;
37 break;
38 }
39 } else if (CaveGame.TOUCH){
40 switch (keycode) {
41 case Input.Keys.A:
42 gameProc.cursorX--;
43 break;
44 case Input.Keys.D:
45 gameProc.cursorX++;
46 break;
47 case Input.Keys.W:
48 gameProc.cursorY--;
49 break;
50 case Input.Keys.S:
51 gameProc.cursorY++;
52 break;
53 }
54 gameProc.blockDmg = 0;
55 }
56 }
58 public void keyDown(int keycode) {
59 gameProc.isKeyDown = true;
60 gameProc.keyDownCode = keycode;
61 if (keycode == Input.Keys.W || keycode == Input.Keys.A ||
62 keycode == Input.Keys.S || keycode == Input.Keys.D) {
63 wasdPressed(keycode);
64 } else switch (keycode) {
65 case Input.Keys.ALT_LEFT:
66 if (CaveGame.TOUCH) {
67 gameProc.ctrlMode++;
68 if (gameProc.ctrlMode > 1) gameProc.ctrlMode = 0;
69 }
70 break;
72 case Input.Keys.SPACE:
73 if (checkSwim()) {
74 gameProc.swim = true;
75 } else if (gameProc.player.canJump) {
76 gameProc.player.moveY.add(0, -7);
77 } else if (!gameProc.player.flyMode) {
78 gameProc.player.flyMode = true;
79 gameProc.player.moveY.setZero();
80 } else {
81 gameProc.player.moveY.y = -GamePhysics.PL_SPEED;
82 }
83 break;
85 case Input.Keys.CONTROL_LEFT:
86 gameProc.player.moveY.y = GamePhysics.PL_SPEED;
87 break;
89 case Input.Keys.E:
90 if (CaveGame.STATE == AppState.GAME_PLAY) CaveGame.STATE = AppState.GAME_CREATIVE_INV;
91 else CaveGame.STATE = AppState.GAME_PLAY;
92 break;
94 case Input.Keys.G:
95 gameProc.mobs.add(new Pig(gameProc.cursorX*16, gameProc.cursorY*16));
96 break;
98 case Input.Keys.ESCAPE: case Input.Keys.BACK:
99 CaveGame.STATE = AppState.GOTO_MENU;
100 break;
102 case Input.Keys.F1:
103 GameScreen.SHOW_DEBUG = !GameScreen.SHOW_DEBUG;
104 break;
108 public void keyUp(int keycode) {
109 switch (keycode) {
110 case Input.Keys.A: case Input.Keys.D:
111 gameProc.player.moveX.x = 0;
112 if (CaveGame.TOUCH && gameProc.swim) gameProc.swim = false;
113 break;
115 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
116 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
117 if (gameProc.swim) gameProc.swim = false;
118 break;
122 public void mouseMoved(int screenX, int screenY) {
125 public void touchDown(int screenX, int screenY, int button) {
126 gameProc.touchDownTime = TimeUtils.millis();
127 gameProc.isTouchDown = true;
128 gameProc.touchDownButton = button;
129 gameProc.touchDownX = screenX;
130 gameProc.touchDownY = screenY;
133 public void touchUp(int screenX, int screenY, int button) {
134 if (CaveGame.TOUCH && gameProc.isKeyDown) {
135 keyUp(gameProc.keyDownCode);
136 gameProc.isKeyDown = false;
138 if (gameProc.isTouchDown) {
139 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV &&
140 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
141 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
142 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
143 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
144 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
145 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
146 int item = gameProc.creativeScroll*8+(ix + iy * 8);
147 if (ix>=8 || ix<0 || iy<0 || iy>=5) item=-1;
148 if (item >= 0 && item < Items.ITEMS.size()) {
149 for (int i = 8; i > 0; i--) {
150 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
152 gameProc.player.inventory[0] = item;
154 } else if (CaveGame.STATE == AppState.GAME_CREATIVE_INV) {
155 CaveGame.STATE = AppState.GAME_PLAY;
156 } else if (screenY<Assets.invBar.getRegionHeight() &&
157 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
158 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
159 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
160 } else if (button == Input.Buttons.RIGHT){
161 gameProc.useItem(gameProc.cursorX, gameProc.cursorY,
162 gameProc.player.inventory[gameProc.invSlot], false);
163 } else if (button == Input.Buttons.LEFT) {
164 gameProc.blockDmg = 0;
167 gameProc.isTouchDown = false;
170 public void touchDragged(int screenX, int screenY) {
171 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV && Math.abs(screenY-gameProc.touchDownY)>16) {
172 if (screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
173 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
174 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
175 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
176 gameProc.creativeScroll -= (screenY - gameProc.touchDownY) / 16;
177 gameProc.touchDownX = screenX;
178 gameProc.touchDownY = screenY;
179 if (gameProc.creativeScroll < 0) gameProc.creativeScroll = 0;
180 if (gameProc.creativeScroll > gameProc.maxCreativeScroll)
181 gameProc.creativeScroll = gameProc.maxCreativeScroll;
186 public void scrolled(int amount) {
187 switch (CaveGame.STATE) {
188 case GAME_PLAY:
189 gameProc.invSlot += amount;
190 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
191 if (gameProc.invSlot > 8) gameProc.invSlot = 0;
192 break;
193 case GAME_CREATIVE_INV:
194 gameProc.creativeScroll+=amount;
195 if (gameProc.creativeScroll<0) gameProc.creativeScroll=0;
196 if (gameProc.creativeScroll>gameProc.maxCreativeScroll)
197 gameProc.creativeScroll=gameProc.maxCreativeScroll;
198 break;