DEADSOFTWARE

Minor enhancements
[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 }
55 }
57 public void keyDown(int keycode) {
58 gameProc.isKeyDown = true;
59 gameProc.keyDownCode = keycode;
60 if (keycode == Input.Keys.W || keycode == Input.Keys.A ||
61 keycode == Input.Keys.S || keycode == Input.Keys.D) {
62 wasdPressed(keycode);
63 } else switch (keycode) {
64 case Input.Keys.ALT_LEFT:
65 if (CaveGame.TOUCH) {
66 gameProc.ctrlMode++;
67 if (gameProc.ctrlMode > 1) gameProc.ctrlMode = 0;
68 }
69 break;
71 case Input.Keys.SPACE:
72 if (checkSwim()) {
73 gameProc.swim = true;
74 } else if (gameProc.player.canJump) {
75 gameProc.player.moveY.add(0, -7);
76 } else if (!gameProc.player.flyMode) {
77 gameProc.player.flyMode = true;
78 gameProc.player.moveY.setZero();
79 } else {
80 gameProc.player.moveY.y = -GamePhysics.PL_SPEED;
81 }
82 break;
84 case Input.Keys.CONTROL_LEFT:
85 gameProc.player.moveY.y = GamePhysics.PL_SPEED;
86 break;
88 case Input.Keys.E:
89 if (CaveGame.STATE == AppState.GAME_PLAY) CaveGame.STATE = AppState.GAME_CREATIVE_INV;
90 else CaveGame.STATE = AppState.GAME_PLAY;
91 break;
93 case Input.Keys.G:
94 gameProc.mobs.add(new Pig(gameProc.cursorX*16, gameProc.cursorY*16));
95 break;
97 case Input.Keys.ESCAPE: case Input.Keys.BACK:
98 CaveGame.STATE = AppState.GOTO_MENU;
99 break;
101 case Input.Keys.F1:
102 GameScreen.SHOW_DEBUG = !GameScreen.SHOW_DEBUG;
103 break;
107 public void keyUp(int keycode) {
108 switch (keycode) {
109 case Input.Keys.A: case Input.Keys.D:
110 gameProc.player.moveX.x = 0;
111 if (CaveGame.TOUCH && gameProc.swim) gameProc.swim = false;
112 break;
114 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
115 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
116 if (gameProc.swim) gameProc.swim = false;
117 break;
121 public void mouseMoved(int screenX, int screenY) {
124 public void touchDown(int screenX, int screenY, int button) {
125 gameProc.touchDownTime = TimeUtils.millis();
126 gameProc.isTouchDown = true;
127 gameProc.touchDownButton = button;
128 gameProc.touchDownX = screenX;
129 gameProc.touchDownY = screenY;
132 public void touchUp(int screenX, int screenY, int button) {
133 if (CaveGame.TOUCH && gameProc.isKeyDown) {
134 keyUp(gameProc.keyDownCode);
135 gameProc.isKeyDown = false;
137 if (gameProc.isTouchDown) {
138 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV &&
139 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
140 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
141 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
142 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
143 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
144 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
145 int item = gameProc.creativeScroll*8+(ix + iy * 8);
146 if (ix>=8 || ix<0 || iy<0 || iy>=5) item=-1;
147 if (item >= 0 && item < Items.BLOCKS.size) {
148 for (int i = 8; i > 0; i--) {
149 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
151 gameProc.player.inventory[0] = item;
153 } else if (CaveGame.STATE == AppState.GAME_CREATIVE_INV) {
154 CaveGame.STATE = AppState.GAME_PLAY;
155 } else if (screenY<Assets.invBar.getRegionHeight() &&
156 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
157 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
158 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
159 } else if (button == Input.Buttons.RIGHT){
160 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
161 gameProc.player.inventory[gameProc.invSlot]);
162 } else if (button == Input.Buttons.LEFT) {
163 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
164 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);
165 } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) {
166 gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0);
171 gameProc.isTouchDown = false;
174 public void touchDragged(int screenX, int screenY) {
175 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV && Math.abs(screenY-gameProc.touchDownY)>16) {
176 if (screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
177 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
178 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
179 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
180 gameProc.creativeScroll -= (screenY - gameProc.touchDownY) / 16;
181 gameProc.touchDownX = screenX;
182 gameProc.touchDownY = screenY;
183 if (gameProc.creativeScroll < 0) gameProc.creativeScroll = 0;
184 if (gameProc.creativeScroll > gameProc.maxCreativeScroll)
185 gameProc.creativeScroll = gameProc.maxCreativeScroll;
190 public void scrolled(int amount) {
191 switch (CaveGame.STATE) {
192 case GAME_PLAY:
193 gameProc.invSlot += amount;
194 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
195 if (gameProc.invSlot > 8) gameProc.invSlot = 0;
196 break;
197 case GAME_CREATIVE_INV:
198 gameProc.creativeScroll+=amount;
199 if (gameProc.creativeScroll<0) gameProc.creativeScroll=0;
200 if (gameProc.creativeScroll>gameProc.maxCreativeScroll)
201 gameProc.creativeScroll=gameProc.maxCreativeScroll;
202 break;