DEADSOFTWARE

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[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameInput.java
1 package ru.deadsoftware.cavecraft.game;
3 import com.badlogic.gdx.Gdx;
4 import com.badlogic.gdx.Input;
5 import com.badlogic.gdx.utils.TimeUtils;
6 import ru.deadsoftware.cavecraft.*;
8 public class GameInput {
10 private GameProc gameProc;
12 public GameInput(GameProc gameProc) {
13 this.gameProc = gameProc;
14 }
16 private void wasdPressed(int keycode) {
17 if (gameProc.ctrlMode==0 || !CaveGame.TOUCH) {
18 switch (keycode) {
19 case Input.Keys.A:
20 gameProc.player.moveX.x = -GamePhysics.PL_SPEED;
21 gameProc.player.dir = 0;
22 break;
23 case Input.Keys.D:
24 gameProc.player.moveX.x = GamePhysics.PL_SPEED;
25 gameProc.player.dir = 1;
26 break;
27 }
28 } else if (CaveGame.TOUCH){
29 switch (keycode) {
30 case Input.Keys.A:
31 gameProc.cursorX--;
32 break;
33 case Input.Keys.D:
34 gameProc.cursorX++;
35 break;
36 case Input.Keys.W:
37 gameProc.cursorY--;
38 break;
39 case Input.Keys.S:
40 gameProc.cursorY++;
41 break;
42 }
43 }
44 }
46 public void keyDown(int keycode) {
47 gameProc.isKeyDown = true;
48 gameProc.keyDownCode = keycode;
49 if (keycode == Input.Keys.W || keycode == Input.Keys.A ||
50 keycode == Input.Keys.S || keycode == Input.Keys.D) {
51 wasdPressed(keycode);
52 } else switch (keycode) {
53 case Input.Keys.ALT_LEFT:
54 if (CaveGame.TOUCH) {
55 gameProc.ctrlMode++;
56 if (gameProc.ctrlMode > 1) gameProc.ctrlMode = 0;
57 }
58 break;
60 case Input.Keys.SPACE:
61 if (gameProc.player.canJump) {
62 gameProc.player.moveY.add(0, -7);
63 } else if (!gameProc.player.flyMode) {
64 gameProc.player.flyMode = true;
65 gameProc.player.moveY.setZero();
66 } else {
67 gameProc.player.moveY.y = -GamePhysics.PL_SPEED;
68 }
69 break;
71 case Input.Keys.CONTROL_LEFT:
72 gameProc.player.moveY.y = GamePhysics.PL_SPEED;
73 break;
75 case Input.Keys.E:
76 if (CaveGame.STATE == GameState.GAME_PLAY) CaveGame.STATE = GameState.GAME_CREATIVE_INV;
77 else CaveGame.STATE = GameState.GAME_PLAY;
78 break;
80 case Input.Keys.N:
81 CaveGame.STATE = GameState.RESTART;
82 break;
84 case Input.Keys.ESCAPE: case Input.Keys.BACK:
85 CaveGame.STATE = GameState.GOTO_MENU;
86 break;
87 }
88 }
90 public void keyUp(int keycode) {
91 switch (keycode) {
92 case Input.Keys.A: case Input.Keys.D:
93 gameProc.player.moveX.x = 0;
94 break;
96 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
97 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
98 break;
99 }
102 public void mouseMoved(int screenX, int screenY) {
105 public void touchDown(int screenX, int screenY, int button) {
106 if (CaveGame.STATE == GameState.GAME_CREATIVE_INV &&
107 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
108 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
109 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
110 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
111 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
112 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
113 int item = ix + iy * 8;
114 if (item >= 0 && item < Items.BLOCKS.size) {
115 for (int i = 8; i > 0; i--) {
116 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
118 gameProc.player.inventory[0] = item;
120 } else if (CaveGame.STATE == GameState.GAME_CREATIVE_INV) {
121 CaveGame.STATE = GameState.GAME_PLAY;
122 } else {
123 gameProc.touchDownX = screenX;
124 gameProc.touchDownY = screenY;
125 gameProc.touchDownTime = TimeUtils.millis();
126 gameProc.isTouchDown = true;
127 gameProc.touchDownButton = button;
131 public void touchUp(int screenX, int screenY, int button) {
132 if (gameProc.isKeyDown) {
133 keyUp(gameProc.keyDownCode);
134 gameProc.isKeyDown = false;
136 if (gameProc.isTouchDown) {
137 if (button == Input.Buttons.RIGHT){
138 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
139 gameProc.player.inventory[gameProc.invSlot]);
140 } else if (button == Input.Buttons.LEFT) {
141 if (screenY<Assets.invBar.getRegionHeight() &&
142 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
143 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
144 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
145 } else if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
146 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);
147 } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) {
148 gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0);
153 gameProc.isTouchDown = false;
156 public void touchDragged(int screenX, int screenY) {
159 public void scrolled(int amount) {
160 gameProc.invSlot += amount;
161 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
162 if (gameProc.invSlot > 8) gameProc.invSlot = 0;