dk.gruppeseks.bodtrd.managers.GameInputManager.java Source code

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/*
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package dk.gruppeseks.bodtrd.managers;

import com.badlogic.gdx.Input.Buttons;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputAdapter;
import dk.gruppeseks.bodtrd.common.data.Action;
import dk.gruppeseks.bodtrd.common.data.ActionHandler;

/**
 *
 * @author Morten
 */
public class GameInputManager extends InputAdapter {

    @Override
    public boolean touchDown(int x, int y, int pointer, int button) {
        switch (button) {
        case Buttons.LEFT: {
            ActionHandler.setActive(Action.SHOOT, true);
            break;
        }
        }
        return true;
    }

    @Override
    public boolean touchUp(int x, int y, int pointer, int button) {
        switch (button) {
        case Buttons.LEFT: {
            ActionHandler.setActive(Action.SHOOT, false);
            break;
        }
        }
        return true;
    }

    @Override
    public boolean keyDown(int k) {
        switch (k) {
        case Keys.UP:
        case Keys.W: {
            ActionHandler.setActive(Action.MOVE_UP, true);
            break;
        }
        case Keys.LEFT:
        case Keys.A: {
            ActionHandler.setActive(Action.MOVE_LEFT, true);
            break;
        }
        case Keys.DOWN:
        case Keys.S: {
            ActionHandler.setActive(Action.MOVE_DOWN, true);
            break;
        }
        case Keys.RIGHT:
        case Keys.D: {
            ActionHandler.setActive(Action.MOVE_RIGHT, true);
            break;
        }
        case Keys.ESCAPE: {
            ActionHandler.setActive(Action.PAUSE_MENU, true);
            break;
        }
        case Keys.SPACE: {
            ActionHandler.setActive(Action.SHOOT, true);
            break;
        }
        case Keys.R: {
            ActionHandler.setActive(Action.RELOAD, true);
            break;
        }
        }

        return true;
    }

    @Override
    public boolean keyUp(int k) {
        switch (k) {
        case Keys.UP:
        case Keys.W: {
            ActionHandler.setActive(Action.MOVE_UP, false);
            break;
        }
        case Keys.LEFT:
        case Keys.A: {
            ActionHandler.setActive(Action.MOVE_LEFT, false);
            break;
        }
        case Keys.DOWN:
        case Keys.S: {
            ActionHandler.setActive(Action.MOVE_DOWN, false);
            break;
        }
        case Keys.RIGHT:
        case Keys.D: {
            ActionHandler.setActive(Action.MOVE_RIGHT, false);
            break;
        }
        case Keys.ESCAPE: {
            ActionHandler.setActive(Action.PAUSE_MENU, false);
            break;
        }
        case Keys.SPACE: {
            ActionHandler.setActive(Action.SHOOT, false);
            break;
        }
        case Keys.R: {
            ActionHandler.setActive(Action.RELOAD, false);
            break;
        }
        }
        return true;
    }
}