DEADSOFTWARE

Add my repo for automultibind
[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / GameInput.java
diff --git a/core/src/ru/deadsoftware/cavedroid/game/GameInput.java b/core/src/ru/deadsoftware/cavedroid/game/GameInput.java
deleted file mode 100644 (file)
index 85d736d..0000000
+++ /dev/null
@@ -1,211 +0,0 @@
-package ru.deadsoftware.cavedroid.game;
-
-import com.badlogic.gdx.Input;
-import com.badlogic.gdx.utils.TimeUtils;
-import ru.deadsoftware.cavedroid.CaveGame;
-import ru.deadsoftware.cavedroid.GameScreen;
-import ru.deadsoftware.cavedroid.game.mobs.Pig;
-import ru.deadsoftware.cavedroid.misc.AppState;
-import ru.deadsoftware.cavedroid.misc.Assets;
-
-import static ru.deadsoftware.cavedroid.GameScreen.GP;
-
-public class GameInput {
-
-    private boolean checkSwim() {
-        return GameItems.isFluid(GP.world.getForeMap(GP.player.getMapX(), GP.player.getMapY()));
-    }
-
-    private boolean insideCreativeInv(int screenX, int screenY) {
-        return (screenX > GP.renderer.getWidth() / 2 - Assets.creativeInv.getRegionWidth() / 2 &&
-                screenX < GP.renderer.getWidth() / 2 + Assets.creativeInv.getRegionWidth() / 2 &&
-                screenY > GP.renderer.getHeight() / 2 - Assets.creativeInv.getRegionHeight() / 2 &&
-                screenY < GP.renderer.getHeight() / 2 + Assets.creativeInv.getRegionHeight() / 2);
-    }
-
-    private void wasdPressed(int keycode) {
-        if (GP.ctrlMode == 0 || !CaveGame.TOUCH) {
-            switch (keycode) {
-                case Input.Keys.A:
-                    GP.player.mov.x = -GamePhysics.PL_SPEED;
-                    GP.player.setDir(0);
-                    if (CaveGame.TOUCH && checkSwim()) GP.player.swim = true;
-                    break;
-                case Input.Keys.D:
-                    GP.player.mov.x = GamePhysics.PL_SPEED;
-                    GP.player.setDir(1);
-                    if (CaveGame.TOUCH && checkSwim()) GP.player.swim = true;
-                    break;
-            }
-        } else {
-            switch (keycode) {
-                case Input.Keys.A:
-                    GP.curX--;
-                    break;
-                case Input.Keys.D:
-                    GP.curX++;
-                    break;
-                case Input.Keys.W:
-                    GP.curY--;
-                    break;
-                case Input.Keys.S:
-                    GP.curY++;
-                    break;
-            }
-            GP.blockDmg = 0;
-        }
-    }
-
-    public void keyDown(int keycode) {
-        GP.isKeyDown = true;
-        GP.keyDownCode = keycode;
-        if (keycode == Input.Keys.W || keycode == Input.Keys.A ||
-                keycode == Input.Keys.S || keycode == Input.Keys.D) {
-            wasdPressed(keycode);
-        } else switch (keycode) {
-            case Input.Keys.ALT_LEFT:
-                if (CaveGame.TOUCH) {
-                    GP.ctrlMode++;
-                    if (GP.ctrlMode > 1) GP.ctrlMode = 0;
-                }
-                break;
-
-            case Input.Keys.SPACE:
-                if (checkSwim()) {
-                    GP.player.swim = true;
-                } else if (GP.player.canJump) {
-                    GP.player.mov.add(0, -7);
-                } else if (!GP.player.flyMode && GP.player.gameMode == 1) {
-                    GP.player.flyMode = true;
-                    GP.player.mov.y = 0;
-                } else if (GP.player.flyMode) {
-                    GP.player.mov.y = -GamePhysics.PL_SPEED;
-                }
-                break;
-
-            case Input.Keys.CONTROL_LEFT:
-                GP.player.mov.y = GamePhysics.PL_SPEED;
-                break;
-
-            case Input.Keys.E:
-                if (CaveGame.STATE == AppState.GAME_PLAY) switch (GP.player.gameMode) {
-                    case 0:
-                        //TODO survival inv
-                        break;
-                    case 1:
-                        CaveGame.STATE = AppState.GAME_CREATIVE_INV;
-                        break;
-                }
-                else CaveGame.STATE = AppState.GAME_PLAY;
-                break;
-
-            case Input.Keys.G:
-                GP.mobs.add(new Pig(GP.curX * 16, GP.curY * 16));
-                break;
-
-            case Input.Keys.Q:
-                GP.world.placeToForeground(GP.curX, GP.curY, 8);
-                break;
-
-            case Input.Keys.ESCAPE:
-            case Input.Keys.BACK:
-                CaveGame.STATE = AppState.GOTO_MENU;
-                break;
-
-            case Input.Keys.F1:
-                GameScreen.SHOW_DEBUG = !GameScreen.SHOW_DEBUG;
-                break;
-
-            case Input.Keys.M:
-                GameScreen.SHOW_MAP = !GameScreen.SHOW_MAP;
-                break;
-        }
-    }
-
-    public void keyUp(int keycode) {
-        switch (keycode) {
-            case Input.Keys.A:
-            case Input.Keys.D:
-                GP.player.mov.x = 0;
-                if (CaveGame.TOUCH && GP.player.swim) GP.player.swim = false;
-                break;
-
-            case Input.Keys.SPACE:
-            case Input.Keys.CONTROL_LEFT:
-                if (GP.player.flyMode) GP.player.mov.y = 0;
-                if (GP.player.swim) GP.player.swim = false;
-                break;
-        }
-    }
-
-    public void touchDown(int screenX, int screenY, int button) {
-        GP.touchDownTime = TimeUtils.millis();
-        GP.isTouchDown = true;
-        GP.touchDownBtn = button;
-        GP.touchDownX = screenX;
-        GP.touchDownY = screenY;
-    }
-
-    public void touchUp(int screenX, int screenY, int button) {
-        if (CaveGame.TOUCH && GP.isKeyDown) {
-            keyUp(GP.keyDownCode);
-            GP.isKeyDown = false;
-        }
-        if (GP.isTouchDown) {
-            if (CaveGame.STATE == AppState.GAME_CREATIVE_INV && insideCreativeInv(screenX, screenY)) {
-                int ix = (int) (screenX - (GP.renderer.getWidth() / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
-                int iy = (int) (screenY - (GP.renderer.getHeight() / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
-                int item = GP.creativeScroll * 8 + (ix + iy * 8);
-                if (ix >= 8 || ix < 0 || iy < 0 || iy >= 5) item = -1;
-                if (item >= 0 && item < GameItems.getItemsSize()) {
-                    for (int i = 8; i > 0; i--) {
-                        GP.player.inv[i] = GP.player.inv[i - 1];
-                    }
-                    GP.player.inv[0] = item;
-                }
-            } else if (CaveGame.STATE == AppState.GAME_CREATIVE_INV) {
-                CaveGame.STATE = AppState.GAME_PLAY;
-            } else if (screenY < Assets.invBar.getRegionHeight() &&
-                    screenX > GP.renderer.getWidth() / 2 - Assets.invBar.getRegionWidth() / 2 &&
-                    screenX < GP.renderer.getWidth() / 2 + Assets.invBar.getRegionWidth() / 2) {
-                GP.player.invSlot = (int) ((screenX - (GP.renderer.getWidth() / 2 - Assets.invBar.getRegionWidth() / 2)) / 20);
-            } else if (button == Input.Buttons.RIGHT) {
-                GP.useItem(GP.curX, GP.curY,
-                        GP.player.inv[GP.player.invSlot], false);
-            } else if (button == Input.Buttons.LEFT) {
-                GP.blockDmg = 0;
-            }
-        }
-        GP.isTouchDown = false;
-    }
-
-    public void touchDragged(int screenX, int screenY) {
-        if (CaveGame.STATE == AppState.GAME_CREATIVE_INV && Math.abs(screenY - GP.touchDownY) > 16) {
-            if (insideCreativeInv(screenX, screenY)) {
-                GP.creativeScroll -= (screenY - GP.touchDownY) / 16;
-                GP.touchDownX = screenX;
-                GP.touchDownY = screenY;
-                if (GP.creativeScroll < 0) GP.creativeScroll = 0;
-                if (GP.creativeScroll > GP.maxCreativeScroll)
-                    GP.creativeScroll = GP.maxCreativeScroll;
-            }
-        }
-    }
-
-    public void scrolled(int amount) {
-        switch (CaveGame.STATE) {
-            case GAME_PLAY:
-                GP.player.invSlot += amount;
-                if (GP.player.invSlot < 0) GP.player.invSlot = 8;
-                if (GP.player.invSlot > 8) GP.player.invSlot = 0;
-                break;
-            case GAME_CREATIVE_INV:
-                GP.creativeScroll += amount;
-                if (GP.creativeScroll < 0) GP.creativeScroll = 0;
-                if (GP.creativeScroll > GP.maxCreativeScroll)
-                    GP.creativeScroll = GP.maxCreativeScroll;
-                break;
-        }
-    }
-
-}