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GameController.snap
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GameController.snap
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import awt.event.KeyListener;
import awt.event.KeyEvent;
/**
* A class to handle keyboard input from the user. The class
* handles both dynamic input during game play, i.e. left/right
* and shoot, and more static type input (i.e. press any key to
* continue)
*
* This has been implemented as an inner class more through
* habbit then anything else. Its perfectly normal to implement
* this as seperate class if slight less convienient.
*
* @author Kevin Glass
*/
class GameController with KeyListener {
/** The number of key presses we've had while waiting for an "any key" press */
var pressCount = 1;
var game;
new(game) {
this.game = game;
}
/**
* Notification from AWT that a key has been pressed. Note that
* a key being pressed is equal to being pushed down but *NOT*
* released. Thats where keyTyped() comes in.
*
* @param e The details of the key that was pressed
*/
keyPressed(e) {
// if we're waiting for an "any key" typed then we don't
// want to do anything with just a "press"
if (game.waitingForKeyPress) {
return;
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
game.leftPressed = true;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
game.rightPressed = true;
}
if (e.getKeyCode() == KeyEvent.VK_SPACE) {
game.firePressed = true;
}
}
/**
* Notification from AWT that a key has been released.
*
* @param e The details of the key that was released
*/
keyReleased(e) {
// if we're waiting for an "any key" typed then we don't
// want to do anything with just a "released"
if (game.waitingForKeyPress) {
return;
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
game.leftPressed = false;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
game.rightPressed = false;
}
if (e.getKeyCode() == KeyEvent.VK_SPACE) {
game.firePressed = false;
}
}
/**
* Notification from AWT that a key has been typed. Note that
* typing a key means to both press and then release it.
*
* @param e The details of the key that was typed.
*/
keyTyped(e) {
// if we're waiting for a "any key" type then
// check if we've recieved any recently. We may
// have had a keyType() event from the user releasing
// the shoot or move keys, hence the use of the "pressCount"
// counter.
if (game.waitingForKeyPress) {
if (pressCount == 1) {
// since we've now recieved our key typed
// event we can mark it as such and start
// our new game
game.waitingForKeyPress = false;
game.startGame();
pressCount = 0;
} else {
pressCount++;
}
}
// if we hit escape, then quit the game
if (e.getKeyChar() == 27) {
System.exit(0);
}
}
}