Esempio n. 1
0
void IngameState::handlePlayerInput(const sf::Event& event)
{
	auto player = game->getPlayer();
	switch(event.type) {
	case sf::Event::KeyPressed:
		switch(event.key.code) {
		case sf::Keyboard::Space:
			if( player->getCharacter()->getCurrentVehicle() ) {
				player->getCharacter()->getCurrentVehicle()->setHandbraking(true);
			}
			else
			{
				player->jump();
			}
			break;
		case sf::Keyboard::LShift:
			player->setRunning(true);
			break;
		case sf::Keyboard::F:
			if( player->getCharacter()->getCurrentVehicle()) {
				player->exitVehicle();
			}
			else {
				player->enterNearestVehicle();
			}
			break;
		default:
			break;
		}
	break;
	case sf::Event::KeyReleased:
		switch(event.key.code) {
		case sf::Keyboard::LShift:
			player->setRunning(false);
			break;
		default: break;
		}
	break;
	case sf::Event::MouseButtonPressed:
		switch(event.mouseButton.button) {
		case sf::Mouse::Left:
			player->getCharacter()->useItem(true, true);
			break;
		default: break;
		}
		break;
	case sf::Event::MouseButtonReleased:
		switch(event.mouseButton.button) {
		case sf::Mouse::Left:
			player->getCharacter()->useItem(false, true);
			break;
		default: break;
		}
		break;
	case sf::Event::MouseWheelMoved:
		player->getCharacter()->cycleInventory(event.mouseWheel.delta > 0);
		break;
	default:
		break;
	}
}
Esempio n. 2
0
void IngameState::handlePlayerInput(const SDL_Event& event)
{
	auto player = game->getPlayer();
	switch(event.type) {
	case SDL_KEYDOWN:
		switch(event.key.keysym.sym) {
		case SDLK_SPACE:
			if( player->getCharacter()->getCurrentVehicle() ) {
				player->getCharacter()->getCurrentVehicle()->setHandbraking(true);
			}
			else
			{
				player->jump();
			}
			break;
		case SDLK_f:
			if( player->getCharacter()->getCurrentVehicle()) {
				player->exitVehicle();
			}
			else
				if (player->isCurrentActivity(
							Activities::EnterVehicle::ActivityName))
			{
				// Give up entering a vehicle if we're alreadying doing so
				player->skipActivity();
			}
			else {
				player->enterNearestVehicle();
			}
			break;
		case SDLK_LSHIFT:
			player->setRunning(true);
			break;
		default:
			break;
		}
		break;

	case SDL_KEYUP:
		switch (event.key.keysym.sym) {
		case SDLK_LSHIFT:
			player->setRunning(false);
			break;
		default: break;
		}
		break;

	case SDL_MOUSEBUTTONDOWN:
		switch(event.button.button) {
		case SDL_BUTTON_LEFT:
			player->getCharacter()->useItem(true, true);
			break;
		default: break;
		}
		break;
	case SDL_MOUSEBUTTONUP:
		switch(event.button.button) {
		case SDL_BUTTON_LEFT:
			player->getCharacter()->useItem(false, true);
			break;
		default: break;
		}
		break;
	case SDL_MOUSEWHEEL:
		player->getCharacter()->cycleInventory(event.wheel.y > 0);
		break;
	case SDL_MOUSEMOTION:
		if (game->hasFocus())
		{
			glm::ivec2 screenSize = getWindow().getSize();
			glm::vec2 mouseMove(event.motion.xrel / static_cast<float>(screenSize.x),
			                    event.motion.yrel / static_cast<float>(screenSize.y));

			autolookTimer = kAutoLookTime;
			if (!m_invertedY) {
				mouseMove.y = -mouseMove.y;
			}
			m_cameraAngles += glm::vec2(mouseMove.x, mouseMove.y);
			m_cameraAngles.y = glm::clamp(m_cameraAngles.y, kCameraPitchLimit, glm::pi<float>() - kCameraPitchLimit);
		}
		break;
	default:
		break;
	}
}