/* * Copyright (C) 2016 roah * * 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 3 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, see <http://www.gnu.org/licenses/>. */ package org.multiverseking.battle.core; import com.jme3.app.Application; import com.jme3.app.SimpleApplication; import com.jme3.app.state.AbstractAppState; import com.jme3.app.state.AppStateManager; import com.jme3.input.InputManager; import com.jme3.input.KeyInput; import com.jme3.input.controls.KeyTrigger; import org.multiverseking.core.MultiverseCoreState; /** * * @author roah */ public class BattleInput extends AbstractAppState { private SimpleApplication app; @Override public void initialize(AppStateManager stateManager, Application app) { super.initialize(stateManager, app); this.app = (SimpleApplication) app; registerCharacterInput(); } /** * @todo fr && us input */ private void registerCharacterInput() { //col input InputManager inputManager = app.getInputManager(); // Character selection inputManager.addMapping("char_0", new KeyTrigger(KeyInput.KEY_F1)); inputManager.addMapping("char_1", new KeyTrigger(KeyInput.KEY_F2)); inputManager.addMapping("char_2", new KeyTrigger(KeyInput.KEY_F3)); // inputManager.addMapping("char_3", new KeyTrigger(KeyInput.KEY_F4)); // Character movement switch (app.getStateManager().getState(MultiverseCoreState.class).getMapping()) { case col: inputManager.addMapping("move", new KeyTrigger(KeyInput.KEY_T)); break; case fr: inputManager.addMapping("move", new KeyTrigger(KeyInput.KEY_F)); break; default: // Use US input by default. inputManager.addMapping("move", new KeyTrigger(KeyInput.KEY_F)); } // Character Normal Attack switch (app.getStateManager().getState(MultiverseCoreState.class).getMapping()) { case col: inputManager.addMapping("skill_weapon", new KeyTrigger(KeyInput.KEY_Q)); break; case fr: inputManager.addMapping("skill_weapon", new KeyTrigger(KeyInput.KEY_A)); break; default: // Use US input by default. inputManager.addMapping("skill_weapon", new KeyTrigger(KeyInput.KEY_Q)); } // Character Normal Defence switch (app.getStateManager().getState(MultiverseCoreState.class).getMapping()) { case col: inputManager.addMapping("defends", new KeyTrigger(KeyInput.KEY_F)); break; case fr: inputManager.addMapping("defends", new KeyTrigger(KeyInput.KEY_E)); break; default: // Use US input by default. inputManager.addMapping("defends", new KeyTrigger(KeyInput.KEY_E)); } // Character Skill inputManager.addMapping("skill_0", new KeyTrigger(KeyInput.KEY_1)); inputManager.addMapping("skill_1", new KeyTrigger(KeyInput.KEY_2)); inputManager.addMapping("skill_2", new KeyTrigger(KeyInput.KEY_3)); inputManager.addMapping("skill_3", new KeyTrigger(KeyInput.KEY_4)); } }