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KeyHandling.pde
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98 lines (96 loc) · 2.05 KB
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boolean wPressed, aPressed, sPressed, dPressed;
boolean qPressed, ePressed, zPressed;
void keyPressed() {
if (!gameStarted) {
if (key == BACKSPACE) {
if (name.length() > 0) {
name = name.substring(0, name.length()-1);
}
} else if ((key > 31) && (key != CODED)) {
name = name + key;
}
}else{
switch(key) {
case 'p':
showPathfinding = !showPathfinding;
break;
case 'w':
wPressed = true;
break;
case 'a':
aPressed = true;
break;
case 's':
sPressed = true;
break;
case 'd':
dPressed = true;
break;
case 'q':
qPressed = true;
break;
case 'e':
ePressed = true;
break;
case 'z':
zPressed = true;
break;
}
}
}
void keyRespond() {
float verticalValue = 0;
float horizontalValue = 0;
if (wPressed) {
verticalValue -= 1;
}
if (aPressed) {
horizontalValue -= 1;
}
if (sPressed) {
verticalValue += 1;
}
if (dPressed) {
horizontalValue += 1;
}
if (qPressed) {
screenAngle += radians(120)/frameRate;
}
if (ePressed) {
screenAngle -= radians(120)/frameRate;
}
if (zPressed) {
screenAngle = 0;
}
PVector directionVector = new PVector(horizontalValue, verticalValue);
mainCharacter.selfDirection = rotateVector(directionVector, -screenAngle);
}
//When keys are released set status to false.
void keyReleased() {
switch(key) {
case 'w':
wPressed = false;
break;
case 'a':
aPressed = false;
break;
case 's':
sPressed = false;
break;
case 'd':
dPressed = false;
break;
case 'q':
qPressed = false;
break;
case 'e':
ePressed = false;
break;
case 'z':
zPressed = false;
break;
case 'x':
offCenter = !offCenter;
break;
}
}