de.myreality.acidsnake.controls.IngameProcessor.java Source code

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Here is the source code for de.myreality.acidsnake.controls.IngameProcessor.java

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/* Acid - Provides a Java cell API to display fancy cell boxes.
 * Copyright (C) 2013  Miguel Gonzalez
 * 
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA
 */

package de.myreality.acidsnake.controls;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.scenes.scene2d.Stage;

import de.myreality.acidsnake.SnakeGame;
import de.myreality.acidsnake.core.Snake;
import de.myreality.acidsnake.screens.GameOverScreen;
import de.myreality.acidsnake.util.Direction;
import de.myreality.acidsnake.world.World;

/**
 * Processor for ingame input handling
 * 
 * @author Miguel Gonzalez <miguel-gonzalez@gmx.de>
 * @since 1.0
 * @version 1.0
 */
public class IngameProcessor extends Stage implements InputProcessor {

    private SnakeGame game;

    private World world;

    public IngameProcessor(int width, int height, SnakeGame game, World world) {
        super(width, height, false);
        this.game = game;
        this.world = world;
        Gdx.input.setCatchBackKey(true);
    }

    @Override
    public boolean keyDown(int keycode) {
        super.keyDown(keycode);

        Snake snake = world.getSnake();

        switch (keycode) {

        // ABORT GAME
        case Keys.BACK:
        case Keys.ESCAPE:
            game.setScreen(new GameOverScreen(game, world.getPlayer()));
            break;

        // MOVE SNAKE UP
        case Keys.W:
        case Keys.UP:
            snake.setDirection(Direction.UP);
            break;

        // MOVE SNAKE DOWN
        case Keys.S:
        case Keys.DOWN:
            snake.setDirection(Direction.DOWN);
            break;

        // MOVE SNAKE LEFT
        case Keys.A:
        case Keys.LEFT:
            snake.setDirection(Direction.LEFT);
            break;

        // MOVE SNAKE LEFT
        case Keys.D:
        case Keys.RIGHT:
            snake.setDirection(Direction.RIGHT);
            break;
        }

        return false;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        super.touchDragged(screenX, screenY, pointer);

        final int TOLERANCE = 3;

        int deltaX = Gdx.input.getDeltaX(pointer);
        int deltaY = Gdx.input.getDeltaY(pointer);

        int absDeltaX = Math.abs(deltaX);
        int absDeltaY = Math.abs(deltaY);

        Snake snake = world.getSnake();

        if (absDeltaX > TOLERANCE && absDeltaX > absDeltaY) {

            if (deltaX < 0) {
                snake.setDirection(Direction.LEFT);
            } else {
                snake.setDirection(Direction.RIGHT);
            }
        } else if (absDeltaY > TOLERANCE) {
            if (deltaY < 0) {
                snake.setDirection(Direction.UP);
            } else {
                snake.setDirection(Direction.DOWN);
            }
        }

        return true;
    }
}