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KeyHandler.java
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70 lines (58 loc) · 1.39 KB
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import java.awt.event.KeyEvent;
/**
* This Class handles all the key presses in my game
* @author elan
*
*/
public class KeyHandler
{
/**
* checks the keyboard for input and handles it
*/
public static void processKey()
{
//movement
if(StdDraw.isKeyPressed(KeyEvent.VK_A))//a
{
Controller.player.moveLeft(States.SHOOTER_MOVE_SPEED);
if(!States.controlsKeyboard)
Controller.player.setAngle();
if(States.debug)
System.out.println("KeyHandle: a");
}
if(StdDraw.isKeyPressed(KeyEvent.VK_D))//d
{
Controller.player.moveRight(States.SHOOTER_MOVE_SPEED);
if(!States.controlsKeyboard)
Controller.player.setAngle();
if(States.debug)
System.out.println("KeyHandle: d");
}
//rotation
if(States.controlsKeyboard)
{
if(StdDraw.isKeyPressed(KeyEvent.VK_Q))//q
{
Controller.player.rotateAntiClockWise(States.SHOOTER_ROTATE_SPEED);
if(States.debug)
System.out.println("KeyHandle: q");
}
if(StdDraw.isKeyPressed(KeyEvent.VK_E))//e
{
Controller.player.rotateClockWise(States.SHOOTER_ROTATE_SPEED);
if(States.debug)
System.out.println("KeyHandle: e");
}
if(StdDraw.isKeyPressed(KeyEvent.VK_SPACE))//space
{
Controller.player.shoot();
if(States.debug)
System.out.println("KeyHandle: space");
}
}
if(StdDraw.isKeyPressed(KeyEvent.VK_ESCAPE))
{
Controller.exitConfirmation();
}
}
}