DEADSOFTWARE

Complete game save
[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.AppState;
6 import ru.deadsoftware.cavecraft.Assets;
7 import ru.deadsoftware.cavecraft.CaveGame;
8 import ru.deadsoftware.cavecraft.Items;
10 public class GameInput {
12 private GameProc gameProc;
14 public GameInput(GameProc gameProc) {
15 this.gameProc = gameProc;
16 }
18 private void wasdPressed(int keycode) {
19 if (gameProc.ctrlMode==0 || !CaveGame.TOUCH) {
20 switch (keycode) {
21 case Input.Keys.A:
22 gameProc.player.moveX.x = -GamePhysics.PL_SPEED;
23 gameProc.player.dir = 0;
24 break;
25 case Input.Keys.D:
26 gameProc.player.moveX.x = GamePhysics.PL_SPEED;
27 gameProc.player.dir = 1;
28 break;
29 }
30 } else if (CaveGame.TOUCH){
31 switch (keycode) {
32 case Input.Keys.A:
33 gameProc.cursorX--;
34 break;
35 case Input.Keys.D:
36 gameProc.cursorX++;
37 break;
38 case Input.Keys.W:
39 gameProc.cursorY--;
40 break;
41 case Input.Keys.S:
42 gameProc.cursorY++;
43 break;
44 }
45 }
46 }
48 public void keyDown(int keycode) {
49 gameProc.isKeyDown = true;
50 gameProc.keyDownCode = keycode;
51 if (keycode == Input.Keys.W || keycode == Input.Keys.A ||
52 keycode == Input.Keys.S || keycode == Input.Keys.D) {
53 wasdPressed(keycode);
54 } else switch (keycode) {
55 case Input.Keys.ALT_LEFT:
56 if (CaveGame.TOUCH) {
57 gameProc.ctrlMode++;
58 if (gameProc.ctrlMode > 1) gameProc.ctrlMode = 0;
59 }
60 break;
62 case Input.Keys.SPACE:
63 if (gameProc.player.canJump) {
64 gameProc.player.moveY.add(0, -7);
65 } else if (!gameProc.player.flyMode) {
66 gameProc.player.flyMode = true;
67 gameProc.player.moveY.setZero();
68 } else {
69 gameProc.player.moveY.y = -GamePhysics.PL_SPEED;
70 }
71 break;
73 case Input.Keys.CONTROL_LEFT:
74 gameProc.player.moveY.y = GamePhysics.PL_SPEED;
75 break;
77 case Input.Keys.E:
78 if (CaveGame.STATE == AppState.GAME_PLAY) CaveGame.STATE = AppState.GAME_CREATIVE_INV;
79 else CaveGame.STATE = AppState.GAME_PLAY;
80 break;
82 case Input.Keys.N:
83 CaveGame.STATE = AppState.GOTO_NEW_GAME;
84 break;
86 case Input.Keys.ESCAPE: case Input.Keys.BACK:
87 GameSaver.save(gameProc);
88 CaveGame.STATE = AppState.GOTO_MENU;
89 break;
90 }
91 }
93 public void keyUp(int keycode) {
94 switch (keycode) {
95 case Input.Keys.A: case Input.Keys.D:
96 gameProc.player.moveX.x = 0;
97 break;
99 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
100 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
101 break;
105 public void mouseMoved(int screenX, int screenY) {
108 public void touchDown(int screenX, int screenY, int button) {
109 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV &&
110 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
111 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
112 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
113 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
114 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
115 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
116 int item = ix + iy * 8;
117 if (item >= 0 && item < Items.BLOCKS.size) {
118 for (int i = 8; i > 0; i--) {
119 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
121 gameProc.player.inventory[0] = item;
123 } else if (CaveGame.STATE == AppState.GAME_CREATIVE_INV) {
124 CaveGame.STATE = AppState.GAME_PLAY;
125 } else {
126 gameProc.touchDownX = screenX;
127 gameProc.touchDownY = screenY;
128 gameProc.touchDownTime = TimeUtils.millis();
129 gameProc.isTouchDown = true;
130 gameProc.touchDownButton = button;
134 public void touchUp(int screenX, int screenY, int button) {
135 if (gameProc.isKeyDown) {
136 keyUp(gameProc.keyDownCode);
137 gameProc.isKeyDown = false;
139 if (gameProc.isTouchDown) {
140 if (button == Input.Buttons.RIGHT){
141 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
142 gameProc.player.inventory[gameProc.invSlot]);
143 } else if (button == Input.Buttons.LEFT) {
144 if (screenY<Assets.invBar.getRegionHeight() &&
145 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
146 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
147 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
148 } else if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
149 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);
150 } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) {
151 gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0);
156 gameProc.isTouchDown = false;
159 public void touchDragged(int screenX, int screenY) {
162 public void scrolled(int amount) {
163 gameProc.invSlot += amount;
164 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
165 if (gameProc.invSlot > 8) gameProc.invSlot = 0;