fix keycode mapping and checking

viewport-stuff
MehdiAyadi 1 year ago
parent 0a0e5334b5
commit 90532e9147

@ -1,5 +1,6 @@
package com.last.commit
import GameState
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input.Keys
import com.badlogic.gdx.InputProcessor
@ -15,12 +16,12 @@ import com.badlogic.gdx.math.MathUtils
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.math.Vector3
import com.badlogic.gdx.utils.Json
import com.last.commit.config.ActionCommand
import com.last.commit.config.GameConfig
import com.last.commit.map.Interactable
import com.last.commit.map.TimeMap
import com.last.commit.stages.InventoryStage
import kotlin.math.floor
import GameState
/** First screen of the application. Displayed after the application is created. */
class FirstScreen(val gameState: GameState) : Screen, InputProcessor {
@ -245,26 +246,25 @@ class FirstScreen(val gameState: GameState) : Screen, InputProcessor {
}
override fun keyUp(keycode: Int): Boolean {
if (keycode == Keys.ESCAPE) {
if (gameState.settings.getAction(keycode) == ActionCommand.OPEN_MENU) {
Gdx.app.exit()
}
return false
}
override fun keyTyped(character: Char): Boolean {
val keyCode = character.code
val characterUpperCase = character.uppercase()
val characterKey = Keys.valueOf(characterUpperCase)
if (gameState.settings.isInteractPressed(keyCode)) {
if (gameState.settings.getAction(characterKey) == ActionCommand.INTERACT) {
openDoor()
} else if (gameState.settings.isTimeTravelPressed(keyCode)) {
} else if (gameState.settings.getAction(characterKey) == ActionCommand.TIME_TRAVEL) {
map.teleport(player)
} else if (gameState.settings.isOpenInventoryPressed(keyCode)) {
} else if (gameState.settings.getAction(characterKey) == ActionCommand.OPEN_INVENTORY) {
inventoryStage.visible = !inventoryStage.visible
} else if (character == 'p') {
gameState.inventory.add("compass")
inventoryStage.refresh()
} else if (gameState.settings.isInteractPressed(keyCode)) {
this.openDoor()
}
return false
}

@ -1,9 +1,9 @@
package com.last.commit
import GameState
import com.badlogic.gdx.Game
import com.last.commit.config.GameSettings
import com.last.commit.inventory.Inventory
import com.last.commit.config.PlayerSettings
import GameState
/** [com.badlogic.gdx.ApplicationListener] implementation shared by all platforms. */
class Game : Game() {
@ -18,7 +18,7 @@ class Game : Game() {
fun createState() {
state = GameState(
Inventory(),
PlayerSettings()
GameSettings()
)
}
}

@ -1,7 +1,7 @@
import com.last.commit.inventory.Inventory
import com.last.commit.config.PlayerSettings
import com.last.commit.config.GameSettings
public data class GameState(
public val inventory: Inventory,
public val settings: PlayerSettings,
data class GameState(
val inventory: Inventory,
val settings: GameSettings,
)

@ -3,21 +3,20 @@ package com.last.commit.config
import com.badlogic.gdx.Input.Keys
import java.util.*
class PlayerSettings {
class GameSettings {
val fullscreen: Boolean = false
private val actionKeys: EnumMap<ActionCommand, List<Int>> = EnumMap(ActionCommand::class.java)
private val actionKeysReversed: HashMap<Int, ActionCommand> = hashMapOf()
init {
actionKeys[ActionCommand.UP] = listOf(Keys.UP, Keys.W)
actionKeys[ActionCommand.DOWN] = listOf(Keys.DOWN, Keys.S)
actionKeys[ActionCommand.LEFT] = listOf(Keys.LEFT, Keys.A)
actionKeys[ActionCommand.RIGHT] = listOf(Keys.RIGHT, Keys.D)
actionKeys[ActionCommand.OPEN_MENU] = listOf(Keys.ESCAPE)
actionKeys[ActionCommand.OPEN_INVENTORY] = listOf(Keys.I, Keys.A)
actionKeys[ActionCommand.OPEN_INVENTORY] = listOf(Keys.I)
actionKeys[ActionCommand.TIME_TRAVEL] = listOf(Keys.T)
actionKeys[ActionCommand.INTERACT] = listOf(Keys.E)
@ -38,41 +37,10 @@ class PlayerSettings {
return actionKeysReversed[keyCode]
}
fun getKeyCode(actionCommand: ActionCommand): List<Int>? {
return actionKeys[actionCommand]
}
private fun isActionPressed(actionCommand: ActionCommand, keyCode: Int): Boolean {
return actionCommand == getAction(keyCode)
}
fun isOpenMenuPressed(keyCode: Int): Boolean {
return isActionPressed(ActionCommand.OPEN_MENU, keyCode)
}
fun isOpenInventoryPressed(keyCode: Int): Boolean {
return isActionPressed(ActionCommand.OPEN_INVENTORY, keyCode)
}
fun isUpPressed(keyCode: Int): Boolean {
return isActionPressed(ActionCommand.UP, keyCode)
}
fun isDownPressed(keyCode: Int): Boolean {
return isActionPressed(ActionCommand.DOWN, keyCode)
}
fun isLeftPressed(keyCode: Int): Boolean {
return isActionPressed(ActionCommand.LEFT, keyCode)
}
fun isRightPressed(keyCode: Int): Boolean {
return isActionPressed(ActionCommand.RIGHT, keyCode)
}
fun isTimeTravelPressed(keyCode: Int): Boolean {
return isActionPressed(ActionCommand.TIME_TRAVEL, keyCode)
}
fun isInteractPressed(keyCode: Int): Boolean {
return isActionPressed(ActionCommand.INTERACT, keyCode)
}
}
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