com.gdx.EndlessGame.InputHandler.ShipKeyboardInput.java Source code

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Here is the source code for com.gdx.EndlessGame.InputHandler.ShipKeyboardInput.java

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/*
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package com.gdx.EndlessGame.InputHandler;

import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.InputProcessor;
import logic.VirtualControler;

/**
 *
 * @author Carlos
 */
public class ShipKeyboardInput extends InputAdapter {

    private VirtualControler controler;

    public ShipKeyboardInput(VirtualControler pControler) {
        this.controler = pControler;
    }

    @Override
    public boolean keyUp(int pKeycode) {
        try {
            switch (pKeycode) {
            case Input.Keys.LEFT:

                controler.setLeftMovement(false);
                return true;
            case Input.Keys.RIGHT:

                controler.setRightMovement(false);
                return true;
            case Input.Keys.UP:

                controler.setUpMovement(false);
                return true;
            case Input.Keys.DOWN:

                controler.setDownMovement(false);
                return true;
            case Input.Keys.SPACE:
                controler.setFireGun(false);
                return true;
            default:
                return false;
            }
        } catch (Exception e) {
            System.out.println(e.toString());
            return false;
        }

    }

    @Override
    public boolean keyDown(int pKeycode) {
        try {
            switch (pKeycode) {
            case Input.Keys.LEFT:
                if (!controler.isRightMovement())
                    controler.setLeftMovement(true);
                return true;
            case Input.Keys.RIGHT:
                if (!controler.isLeftMovement())
                    controler.setRightMovement(true);
                return true;
            case Input.Keys.UP:
                if (!controler.isDownMovement())
                    controler.setUpMovement(true);
                return true;
            case Input.Keys.DOWN:
                if (!controler.isUpMovement())
                    controler.setDownMovement(true);
                return true;
            case Input.Keys.SPACE:
                controler.setFireGun(true);
                return true;
            default:
                return false;
            }
        } catch (Exception e) {
            System.out.println(e.toString());
            return false;
        }
    }

}