DEADSOFTWARE

Less scale on android
[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) {
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 {
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 if (gameProc.cursorX<(gameProc.player.position.x+gameProc.player.texWidth/2)/16)
44 gameProc.player.dir=0;
45 if (gameProc.cursorX>(gameProc.player.position.x+gameProc.player.texWidth/2)/16)
46 gameProc.player.dir=1;
47 }
48 }
50 public void keyDown(int 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 gameProc.ctrlMode++;
57 if (gameProc.ctrlMode > 1) gameProc.ctrlMode = 0;
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;
79 }
80 }
82 public void keyUp(int keyCode) {
83 switch (keyCode) {
84 case Input.Keys.A: case Input.Keys.D:
85 gameProc.player.moveX.x = 0;
86 break;
88 case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
89 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
90 break;
91 }
92 }
94 public void mouseMoved(int screenX, int screenY) {
95 }
97 public void touchDown(int screenX, int screenY, int button) {
98 if (CaveGame.STATE == GameState.GAME_CREATIVE_INV &&
99 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2 &&
100 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
101 screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
102 screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
103 try {
104 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
105 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
106 int item = ix + iy * 8;
107 for (int i = 8; i > 0; i--) {
108 gameProc.player.inventory[i] = gameProc.player.inventory[i - 1];
110 if (item >= 0 && item < Items.BLOCKS.size) gameProc.player.inventory[0] = item;
111 } catch (Exception e) {
112 Gdx.app.error("GameInputHandler", e.toString());
114 } else if (CaveGame.STATE == GameState.GAME_CREATIVE_INV) {
115 CaveGame.STATE = GameState.GAME_PLAY;
116 } else {
117 gameProc.touchDownX = screenX;
118 gameProc.touchDownY = screenY;
119 gameProc.touchDownTime = TimeUtils.millis();
120 gameProc.isTouchDown = true;
121 gameProc.touchDownButton = button;
125 public void touchUp(int screenX, int screenY, int button) {
126 if (gameProc.isTouchDown) {
127 if (button == Input.Buttons.RIGHT){
128 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY,
129 gameProc.player.inventory[gameProc.invSlot]);
130 } else if (button == Input.Buttons.LEFT) {
131 if (screenY<Assets.invBar.getRegionHeight() &&
132 screenX>gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
133 screenX<gameProc.renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
134 gameProc.invSlot = (int)((screenX-(gameProc.renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2))/20);
135 } else if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) {
136 gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0);
137 } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) {
138 gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0);
143 gameProc.isTouchDown = false;
146 public void touchDragged(int screenX, int screenY) {
149 public void scrolled(int amount) {
150 gameProc.invSlot += amount;
151 if (gameProc.invSlot < 0) gameProc.invSlot = 8;
152 if (gameProc.invSlot > 8) gameProc.invSlot = 0;