DEADSOFTWARE

Better creative inventory scrolling
[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.game.mobs.Pig;
7 import ru.deadsoftware.cavecraft.misc.AppState;
8 import ru.deadsoftware.cavecraft.misc.Assets;
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.G:
83 gameProc.mobs.add(new Pig(gameProc.cursorX*16, gameProc.cursorY*16));
84 break;
86 case Input.Keys.ESCAPE: case Input.Keys.BACK:
87 CaveGame.STATE = AppState.GOTO_MENU;
88 break;
89 }
90 }
92 public void keyUp(int keycode) {
93 switch (keycode) {
94 case Input.Keys.A: case Input.Keys.D:
95 gameProc.player.moveX.x = 0;
96 break;
98 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
99 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
100 break;
104 public void mouseMoved(int screenX, int screenY) {
107 public void touchDown(int screenX, int screenY, int button) {
108 gameProc.touchDownTime = TimeUtils.millis();
109 gameProc.isTouchDown = true;
110 gameProc.touchDownButton = button;
111 gameProc.touchDownX = screenX;
112 gameProc.touchDownY = screenY;
115 public void touchUp(int screenX, int screenY, int button) {
116 if (gameProc.isKeyDown) {
117 keyUp(gameProc.keyDownCode);
118 gameProc.isKeyDown = false;
120 if (gameProc.isTouchDown) {
121 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV &&
122 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
123 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
124 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
125 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
126 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
127 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
128 int item = gameProc.creativeScroll*8+(ix + iy * 8);
129 if (ix>=8 || ix<0 || iy<0 || iy>=5) item=-1;
130 if (item >= 0 && item < Items.BLOCKS.size) {
131 for (int i = 8; i > 0; i--) {
132 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
134 gameProc.player.inventory[0] = item;
136 } else if (CaveGame.STATE == AppState.GAME_CREATIVE_INV) {
137 CaveGame.STATE = AppState.GAME_PLAY;
138 } else if (screenY<Assets.invBar.getRegionHeight() &&
139 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
140 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
141 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
142 } else if (button == Input.Buttons.RIGHT){
143 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
144 gameProc.player.inventory[gameProc.invSlot]);
145 } else if (button == Input.Buttons.LEFT) {
146 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
147 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);
148 } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) {
149 gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0);
154 gameProc.isTouchDown = false;
157 public void touchDragged(int screenX, int screenY) {
158 if (CaveGame.STATE == AppState.GAME_CREATIVE_INV && Math.abs(screenY-gameProc.touchDownY)>16) {
159 if (screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
160 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
161 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
162 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
163 gameProc.creativeScroll -= (screenY - gameProc.touchDownY) / 16;
164 gameProc.touchDownX = screenX;
165 gameProc.touchDownY = screenY;
166 if (gameProc.creativeScroll < 0) gameProc.creativeScroll = 0;
167 if (gameProc.creativeScroll > gameProc.maxCreativeScroll)
168 gameProc.creativeScroll = gameProc.maxCreativeScroll;
173 public void scrolled(int amount) {
174 switch (CaveGame.STATE) {
175 case GAME_PLAY:
176 gameProc.invSlot += amount;
177 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
178 if (gameProc.invSlot > 8) gameProc.invSlot = 0;
179 break;
180 case GAME_CREATIVE_INV:
181 gameProc.creativeScroll+=amount;
182 if (gameProc.creativeScroll<0) gameProc.creativeScroll=0;
183 if (gameProc.creativeScroll>gameProc.maxCreativeScroll)
184 gameProc.creativeScroll=gameProc.maxCreativeScroll;
185 break;