void Game::handleKeyEvents() { if (nullptr == selected) { handlePlayerMovement(); } else { if (eventSystem->isPressed(Key::W)) selected->move(player->getDirection()); if (eventSystem->isPressed(Key::S)) selected->move(player->getDirection()*(-1.0f)); if (eventSystem->isPressed(Key::A)) selected->move(Vector3f(-player->getDirection().z, 0, player->getDirection().x)); if (eventSystem->isPressed(Key::D)) selected->move(Vector3f(player->getDirection().z, 0, -player->getDirection().x)); } if (eventSystem->isPressed(Key::UP)) player->lookUp(20); if (eventSystem->isPressed(Key::DOWN)) player->lookUp(-20); if (eventSystem->isPressed(Key::LEFT)) player->lookRight(-20); if (eventSystem->isPressed(Key::RIGHT)) player->lookRight(20); if (eventSystem->isPressed(Key::SPACE)) onPrimaryAction(); if (eventSystem->isPressed(Key::ESC)) running = false; }
void InputHandler::handleInput(Player &player, const sf::RenderWindow& window) { handlePlayerMovement(player); getMousePos(window); }