package ru.deadsoftware.cavecraft.game; import com.badlogic.gdx.Input; import com.badlogic.gdx.utils.TimeUtils; public class GameInputHandler { private GameProc gameProc; public GameInputHandler(GameProc gameProc) { this.gameProc = gameProc; } public void keyDown(int keyCode) { if (keyCode == Input.Keys.LEFT) { gameProc.player.moveX.add(-GamePhysics.PL_SPEED,0); gameProc.player.dir = 0; } if (keyCode == Input.Keys.RIGHT) { gameProc.player.moveX.add(GamePhysics.PL_SPEED,0); gameProc.player.dir = 1; } if (keyCode == Input.Keys.UP && gameProc.player.canJump) gameProc.player.moveY.add(0,-8); } public void keyUp(int keyCode) { if (keyCode == Input.Keys.RIGHT || keyCode == Input.Keys.LEFT) { gameProc.player.moveX.x = 0; } } public void mouseMoved(int screenX, int screenY) { gameProc.cursorX = (int)((screenX+gameProc.renderer.camera.position.x)/16); gameProc.cursorY = (int)((screenY+gameProc.renderer.camera.position.y)/16); if (gameProc.cursorX < 0) gameProc.cursorX = 0; if (gameProc.cursorX >= gameProc.world.getWidth()) gameProc.cursorX = gameProc.world.getWidth()-1; if (gameProc.cursorY < 0) gameProc.cursorY = 0; if (gameProc.cursorY >= gameProc.world.getHeight()) gameProc.cursorY = gameProc.world.getHeight()-1; } public void touchDown(int screenX, int screenY, int button) { gameProc.touchDownX = screenX; gameProc.touchDownY = screenY; gameProc.touchDownTime = TimeUtils.millis(); gameProc.isTouchDown = true; } public void touchUp(int screenX, int screenY, int button) { if (gameProc.isTouchDown) { if (button == Input.Buttons.RIGHT){ gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 1); } else if (button == Input.Buttons.LEFT) { if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY) > 0) { gameProc.world.placeToForeground(gameProc.cursorX, gameProc.cursorY, 0); } else if (gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY) > 0) { gameProc.world.placeToBackground(gameProc.cursorX, gameProc.cursorY, 0); } } } gameProc.isTouchDown = false; } public void touchDragged(int screenX, int screenY) { /*gameProc.renderer.camera.position.x += (gameProc.touchDownX-screenX); gameProc.renderer.camera.position.y += (gameProc.touchDownY-screenY); gameProc.touchDownX = screenX; gameProc.touchDownY = screenY; gameProc.isTouchDown = false;*/ } }