DEADSOFTWARE

More convenient controls on desktop
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameInputHandler.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 GameInputHandler {
10 private GameProc gameProc;
12 public GameInputHandler(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 if (keyCode == Input.Keys.W || keyCode == Input.Keys.A ||
48 keyCode == Input.Keys.S || keyCode == Input.Keys.D) {
49 wasdPressed(keyCode);
50 } else switch (keyCode) {
51 case Input.Keys.ALT_LEFT:
52 if (CaveGame.TOUCH) {
53 gameProc.ctrlMode++;
54 if (gameProc.ctrlMode > 1) gameProc.ctrlMode = 0;
55 }
56 break;
58 case Input.Keys.SPACE:
59 if (gameProc.player.canJump) {
60 gameProc.player.moveY.add(0, -7);
61 } else if (!gameProc.player.flyMode) {
62 gameProc.player.flyMode = true;
63 gameProc.player.moveY.setZero();
64 } else {
65 gameProc.player.moveY.y = -GamePhysics.PL_SPEED;
66 }
67 break;
69 case Input.Keys.CONTROL_LEFT:
70 gameProc.player.moveY.y = GamePhysics.PL_SPEED;
71 break;
73 case Input.Keys.E:
74 if (CaveGame.STATE == GameState.GAME_PLAY) CaveGame.STATE = GameState.GAME_CREATIVE_INV;
75 else CaveGame.STATE = GameState.GAME_PLAY;
76 break;
77 }
78 }
80 public void keyUp(int keyCode) {
81 switch (keyCode) {
82 case Input.Keys.A: case Input.Keys.D:
83 gameProc.player.moveX.x = 0;
84 break;
86 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
87 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
88 break;
89 }
90 }
92 public void mouseMoved(int screenX, int screenY) {
93 }
95 public void touchDown(int screenX, int screenY, int button) {
96 if (CaveGame.STATE == GameState.GAME_CREATIVE_INV &&
97 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
98 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
99 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
100 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
101 try {
102 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
103 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
104 int item = ix + iy * 8;
105 for (int i = 8; i > 0; i--) {
106 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
108 if (item >= 0 && item < Items.BLOCKS.size) gameProc.player.inventory[0] = item;
109 } catch (Exception e) {
110 Gdx.app.error("GameInputHandler", e.toString());
112 } else if (CaveGame.STATE == GameState.GAME_CREATIVE_INV) {
113 CaveGame.STATE = GameState.GAME_PLAY;
114 } else {
115 gameProc.touchDownX = screenX;
116 gameProc.touchDownY = screenY;
117 gameProc.touchDownTime = TimeUtils.millis();
118 gameProc.isTouchDown = true;
119 gameProc.touchDownButton = button;
123 public void touchUp(int screenX, int screenY, int button) {
124 if (gameProc.isTouchDown) {
125 if (button == Input.Buttons.RIGHT){
126 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
127 gameProc.player.inventory[gameProc.invSlot]);
128 } else if (button == Input.Buttons.LEFT) {
129 if (screenY<Assets.invBar.getRegionHeight() &&
130 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
131 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
132 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
133 } else if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
134 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);
135 } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) {
136 gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0);
141 gameProc.isTouchDown = false;
144 public void touchDragged(int screenX, int screenY) {
147 public void scrolled(int amount) {
148 gameProc.invSlot += amount;
149 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
150 if (gameProc.invSlot > 8) gameProc.invSlot = 0;