本文整理汇总了Java中com.badlogic.gdx.Input.Keys.DOWN属性的典型用法代码示例。如果您正苦于以下问题:Java Keys.DOWN属性的具体用法?Java Keys.DOWN怎么用?Java Keys.DOWN使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类com.badlogic.gdx.Input.Keys
的用法示例。
在下文中一共展示了Keys.DOWN属性的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: keyDown
@Override
public boolean keyDown(int keycode) {
if (keycode == Keys.UP) {
upPressed = true;
} else if (keycode == Keys.LEFT) {
leftPressed = true;
} else if (keycode == Keys.DOWN) {
downPressed = true;
} else if (keycode == Keys.RIGHT) {
rightPressed = true;
}
if (keycode == Keys.E) {
ePressed = true;
} else if (keycode == Keys.W) {
wPressed = true;
}
return false;
}
示例2: keyUp
@Override
public boolean keyUp(int keycode) {
if (keycode == Keys.UP) {
upPressed = false;
} else if (keycode == Keys.LEFT) {
leftPressed = false;
} else if (keycode == Keys.DOWN) {
downPressed = false;
} else if (keycode == Keys.RIGHT) {
rightPressed = false;
}
// When releasing the action key, reset the key delay so they can be pressed again immediately
if (keycode == Keys.E) {
ePressed = false;
actionDelay = 0;
}
return false;
}
示例3: keyDown
@Override
public boolean keyDown(int keycode) {
if (keycode == Keys.UP) {
upPressed = true;
} else if (keycode == Keys.LEFT) {
leftPressed = true;
} else if (keycode == Keys.DOWN) {
downPressed = true;
} else if (keycode == Keys.RIGHT) {
rightPressed = true;
}
if (keycode == Keys.E) {
firePressed = true;
} else if (keycode == Keys.W) {
shieldPressed = true;
}
if (keycode == Keys.ENTER) {
startJustPressed = true;
}
return false;
}
示例4: keyUp
@Override
public boolean keyUp(int keycode) {
if (keycode == Keys.UP) {
upPressed = false;
} else if (keycode == Keys.LEFT) {
leftPressed = false;
} else if (keycode == Keys.DOWN) {
downPressed = false;
} else if (keycode == Keys.RIGHT) {
rightPressed = false;
}
// When releasing the action key, reset the key delay so they can be pressed again immediately
if (keycode == Keys.E) {
firePressed = false;
actionDelay = 0;
}
return false;
}
示例5: keyDown
@Override
public boolean keyDown (int keycode) {
switch (keycode) {
case Keys.DOWN:
downPressed = true;
break;
case Keys.UP:
upPressed = true;
break;
case Keys.LEFT:
leftPressed = true;
break;
case Keys.RIGHT:
rightPressed = true;
break;
}
return super.keyDown(keycode);
}
示例6: keyUp
@Override
public boolean keyUp (int keycode) {
switch (keycode) {
case Keys.DOWN:
downPressed = false;
break;
case Keys.UP:
upPressed = false;
break;
case Keys.LEFT:
leftPressed = false;
break;
case Keys.RIGHT:
rightPressed = false;
break;
case Keys.R:
chassis.body.setWorldTransform(chassis.transform.setToTranslation(0, 5, 0));
chassis.body.setInterpolationWorldTransform(chassis.transform);
((btRigidBody)(chassis.body)).setLinearVelocity(Vector3.Zero);
((btRigidBody)(chassis.body)).setAngularVelocity(Vector3.Zero);
chassis.body.activate();
break;
}
return super.keyUp(keycode);
}
示例7: keyDown
@Override
public boolean keyDown(int keycode) {
if (keycode == Keys.LEFT)
controller.leftPressed();
if (keycode == Keys.RIGHT)
controller.rightPressed();
if (keycode == Keys.DOWN)
{
controller.downPressed();
}
if(keycode == Keys.BACK) {
if (isMultiPlayer) {
NextpeerPlugin.reportForfeitForCurrentTournament();
}
dispose();
System.out.println("c");
game.setScreen(new MainScreen(game));
}
return true;
}
示例8: keyDown
@Override
public boolean keyDown(final int keycode) {
switch (keycode) {
case Keys.UP:
TurnScheduler.getInstance().addTurnToQueue(Move.UP);
return true;
case Keys.DOWN:
TurnScheduler.getInstance().addTurnToQueue(Move.DOWN);
return true;
case Keys.LEFT:
TurnScheduler.getInstance().addTurnToQueue(Move.LEFT);
return true;
case Keys.RIGHT:
TurnScheduler.getInstance().addTurnToQueue(Move.RIGHT);
return true;
default:
return false;
}
}
示例9: KeyboardControl
public KeyboardControl() {
// Initial settings:
up = Keys.UP;
down = Keys.DOWN;
left = Keys.LEFT;
right = Keys.RIGHT;
}
示例10: onTurn
@Override
/*********************************************************
* Called on every turn
* @return true if something actually happened in a turn
* (if false, the player is NOT moved in the queue!)
*********************************************************/
public boolean onTurn(){
super.onTurn();
Core.redraw = true;
Integer log = input.checkKeys();
if (log == null) return false;
switch (log){
case Keys.LEFT:
move(-1, 0);
break;
case Keys.RIGHT:
move(1, 0);
break;
case Keys.UP:
move(0, 1);
break;
case Keys.DOWN:
move(0, -1);
break;
case Keys.E:
Core.game.setScreen(new DungeonOverviewScreen(holder.getDungeon().getWorld()));
case Keys.X:
holder.useStairs();
holder.getDungeon().getWorld().changeFloors(holder.getDungeon());
break;
default:
return false;
}
housekeep();
return true;
}
示例11: checkKeys
/********************************************
* Check keys for presses
* Automatically converts synonymous keys
* @return the highest priority active key
********************************************/
public Integer checkKeys(){
if (checkKey(Keys.UP) || checkKey(Keys.W)) return Keys.UP;
if (checkKey(Keys.DOWN) || checkKey(Keys.S)) return Keys.DOWN;
if (checkKey(Keys.LEFT) || checkKey(Keys.A)) return Keys.LEFT;
if (checkKey(Keys.RIGHT) || checkKey(Keys.D)) return Keys.RIGHT;
if (checkNewKey(Keys.X)) return Keys.X;
if (checkNewKey(Keys.E)) return Keys.E;
return null;
}
示例12: keyDown
@Override
public boolean keyDown(int keycode) {
if (InputUtil.isArrowKey(keycode)) {
keyScrollingX = Keys.LEFT == keycode ? -1 : (Keys.RIGHT == keycode ? 1 : keyScrollingX);
keyScrollingY = Keys.DOWN == keycode ? -1 : (Keys.UP == keycode ? 1 : keyScrollingY);
}
return false;
}
示例13: keyUp
@Override
public boolean keyUp(int keycode) {
if (InputUtil.isArrowKey(keycode)) {
if (Keys.LEFT == keycode || Keys.RIGHT == keycode) {
keyScrollingX = 0;
} else if (Keys.DOWN == keycode || Keys.UP == keycode) {
keyScrollingY= 0;
}
}
return false;
}
示例14: keyUp
@Override
public boolean keyUp(int keycode) {
if(_MoveListeners.size() > 0)
{
switch (keycode)
{
case Keys.DOWN:
for(MoveListener listener : _MoveListeners)
listener.Uncrouch();
return true;
}
}
return false;
}
示例15: collide
@Override
public void collide(Mario mario, AbstractSprite item, GameCamera camera, Array<IScrollingBackground> scrollingBackgrounds) {
TransferItem transferItem = (TransferItem)item;
if (Gdx.input.isKeyPressed(transferItem.getKeyToPress())) {
// Mario collides with the transport element, check if the user if pressing the correct key to teleport Mario
// Store the item in Mario class to play the animation before moving physically Mario to his new position
mario.setTransferItem(transferItem);
mario.setInTransfer(true);
// Define an action to move Mario during the animation of the teleportation
Action moveAction = null;
if (transferItem.getKeyToPress()==Keys.DOWN) {
// Mario is entering a pipe to the bottom
mario.setX(((int)transferItem.getX()) + 0.5f);
moveAction = ActionFacade.createMoveAction(mario.getX(), mario.getY()-2, 1.5f);
mario.setCurrentAnimation(mario.getMarioVictoryAnimation());
} else if (transferItem.getKeyToPress()==Keys.RIGHT) {
// Mario is entering a pipe on his right
mario.setY(((int)transferItem.getY()));
moveAction = ActionFacade.createMoveAction(((int)transferItem.getX())+1, mario.getY(), 1.5f);
mario.setCurrentAnimation(mario.getMarioRunRightAnimation());
}
mario.addAction(moveAction);
SoundManager.getSoundManager().playSound(SoundManager.SOUND_PIPE);
}
}