本文整理汇总了Java中com.badlogic.gdx.Input.Keys.NUM_2属性的典型用法代码示例。如果您正苦于以下问题:Java Keys.NUM_2属性的具体用法?Java Keys.NUM_2怎么用?Java Keys.NUM_2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.NUM_2属性的6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: keycodeSelectionIf
private int keycodeSelectionIf(int keycode){
if (keycode == Keys.NUM_1) {
selected = 0;
}
if (keycode == Keys.NUM_2) {
selected = 1;
}
if (keycode == Keys.NUM_3) {
selected = 2;
}
if (keycode == Keys.NUM_4) {
selected = 3;
}
if (keycode == Keys.NUM_5) {
selected = 4;
}
}
示例2: keyDown
@Override
public boolean keyDown(int keycode) {
if (functionKeys(keycode)) return true;
if (keycode == blocksMenu) {
toggleInventory();
return true;
}
int selected = -1;
if (keycode == Keys.NUM_1) selected = 0;
if (keycode == Keys.NUM_2) selected = 1;
if (keycode == Keys.NUM_3) selected = 2;
if (keycode == Keys.NUM_4) selected = 3;
if (keycode == Keys.NUM_5) selected = 4;
if (keycode == Keys.NUM_6) selected = 5;
if (keycode == Keys.NUM_7) selected = 6;
if (keycode == Keys.NUM_8) selected = 7;
if (keycode == Keys.NUM_9) selected = 8;
if (selected != -1) {
Cubes.getClient().player.getInventory().hotbarSelected = selected;
Cubes.getClient().player.getInventory().sync();
return true;
}
return false;
}
示例3: keyDown
@Override
public boolean keyDown(int keycode) {
switch (keycode) {
case Keys.A:
inputController.setLeft(true);
return true;
case Keys.D:
inputController.setRight(true);
return true;
case Keys.W:
inputController.setUp(true);
return true;
case Keys.S:
inputController.setDown(true);
return true;
case Keys.NUM_1:
inputController.setNumberKey(1, true);
return true;
case Keys.NUM_2:
inputController.setNumberKey(2, true);
return true;
case Keys.NUM_3:
inputController.setNumberKey(3, true);
return true;
case Keys.NUM_4:
inputController.setNumberKey(4, true);
return true;
case Keys.Q:
inputController.setSwitchWeapon(true);
return true;
case Keys.E:
inputController.setWeaponAbility(true);
return true;
default:
return false;
}
}
示例4: keyUp
@Override
public boolean keyUp(int keycode) {
switch (keycode) {
case Keys.A:
inputController.setLeft(false);
return true;
case Keys.D:
inputController.setRight(false);
return true;
case Keys.W:
inputController.setUp(false);
return true;
case Keys.S:
inputController.setDown(false);
return true;
case Keys.NUM_1:
inputController.setNumberKey(1, false);
return true;
case Keys.NUM_2:
inputController.setNumberKey(2, false);
return true;
case Keys.NUM_3:
inputController.setNumberKey(3, false);
return true;
case Keys.NUM_4:
inputController.setNumberKey(4, false);
return true;
case Keys.Q:
inputController.setSwitchWeapon(false);
return true;
case Keys.E:
inputController.setWeaponAbility(false);
return true;
default:
return false;
}
}
示例5: keyDown
public boolean keyDown(int k) {
if(mode==0){
if(k == Keys.W || k == Keys.UP) MyInput.setKey(Input.UP, true);
if(k == Keys.A || k == Keys.LEFT) MyInput.setKey(Input.LEFT, true);
if(k == Keys.S || k == Keys.DOWN) MyInput.setKey(Input.DOWN, true);
if(k == Keys.D || k == Keys.RIGHT) MyInput.setKey(Input.RIGHT, true);
if(k == Keys.SPACE) MyInput.setKey(Input.JUMP, true);
if(k == Keys.Q || k == Keys.CONTROL_RIGHT) MyInput.setKey(Input.INTERACT, true);
if(k == Keys.E || k == Keys.NUMPAD_0) MyInput.setKey(Input.ATTACK, true);
if(k == Keys.SHIFT_LEFT) MyInput.setKey(Input.SPECIAL, true);
if(k == Keys.CONTROL_LEFT || k == Keys.Z) MyInput.setKey(Input.RUN, true);
if(k == Keys.R || k == Keys.NUMPAD_1) MyInput.setKey(Input.USE, true);
if(k == Keys.ESCAPE) MyInput.setKey(Input.PAUSE, true);
if(k == Keys.ENTER) MyInput.setKey(Input.ENTER, true);
if(k == Keys.TAB) MyInput.setKey(Input.RESPAWN, true);
if(k == Keys.NUMPAD_8 || k == Keys.U) MyInput.setKey(Input.DEBUG_UP, true);
if(k == Keys.NUMPAD_2 || k == Keys.J) MyInput.setKey(Input.DEBUG_DOWN, true);
if(k == Keys.NUMPAD_4 || k == Keys.I) MyInput.setKey(Input.DEBUG_LEFT, true);
if(k == Keys.NUMPAD_6 || k == Keys.O) MyInput.setKey(Input.DEBUG_RIGHT, true);
if(k == Keys.NUMPAD_7 || k == Keys.LEFT_BRACKET) MyInput.setKey(Input.DEBUG_LEFT2, true);
if(k == Keys.NUMPAD_9 || k == Keys.RIGHT_BRACKET) MyInput.setKey(Input.DEBUG_RIGHT2, true);
if(k == Keys.M) MyInput.setKey(Input.DEBUG_CENTER, true);
if(k == Keys.F1) MyInput.setKey(Input.COLLISION, true);
if(k == Keys.F2) MyInput.setKey(Input.LIGHTS, true);
if(k == Keys.F3) MyInput.setKey(Input.DEBUG_TEXT, true);
if(k == Keys.F4) MyInput.setKey(Input.RENDER, true);
if(k == Keys.EQUALS) MyInput.setKey(Input.ZOOM_IN, true);
if(k == Keys.MINUS) MyInput.setKey(Input.ZOOM_OUT, true);
} else {
// System.out.println(k+":"+Keys.toString(k));
boolean entered = false;
if(k == Keys.ESCAPE){ entered=true; MyInput.setKey(Input.PAUSE, true); }
if(k == Keys.SPACE){ entered=true; MyInput.setKey(Input.JUMP, true); }
if(k == Keys.ENTER){ entered=true; MyInput.setKey(Input.ENTER, true); }
if(Keys.toString(k).toLowerCase().equals("delete")){ entered=true; MyInput.setKey(Input.DOWN, true); }
if(k == Keys.LEFT){ entered=true; MyInput.setKey(Input.LEFT, true); }
if(k == Keys.RIGHT){ entered=true; MyInput.setKey(Input.RIGHT, true); }
if(k == Keys.HOME){ entered=true; Game.inputIndex = 0;}
if(k == Keys.END){ entered=true; Game.inputIndex = Game.getInput().length() - 1; }
if(k == Keys.SHIFT_LEFT || k == Keys.SHIFT_RIGHT){ entered=true; MyInput.setKey(Input.UP, true); }
if(MyInput.isDown(Input.UP)){
if(k == Keys.NUM_1){ entered = true; Game.addInputChar("!"); }
if(k == Keys.NUM_2){ entered = true; Game.addInputChar("@"); }
if(k == Keys.NUM_3){ entered = true; Game.addInputChar("#"); }
if(k == Keys.NUM_4){ entered = true; Game.addInputChar("$"); }
if(k == Keys.NUM_5){ entered = true; Game.addInputChar("%"); }
if(k == Keys.NUM_6){ entered = true; Game.addInputChar("^"); }
if(k == Keys.NUM_7){ entered = true; Game.addInputChar("&"); }
if(k == Keys.NUM_8){ entered = true; Game.addInputChar("*"); }
if(k == Keys.NUM_9){ entered = true; Game.addInputChar("("); }
if(k == Keys.NUM_0){ entered = true; Game.addInputChar(")"); }
if(k == Keys.EQUALS){ entered = true; Game.addInputChar("+"); }
if(k == Keys.MINUS){ entered = true; Game.addInputChar("_"); }
if(k == Keys.PERIOD){ entered = true; Game.addInputChar(">"); }
if(k == Keys.COMMA){ entered = true; Game.addInputChar("<"); }
if(k == Keys.SLASH){ entered = true; Game.addInputChar("?"); }
}
if(k == Keys.NUMPAD_1){ k = Keys.NUM_1; }
if(k == Keys.NUMPAD_2){ k = Keys.NUM_2; }
if(k == Keys.NUMPAD_3){ k = Keys.NUM_3; }
if(k == Keys.NUMPAD_4){ k = Keys.NUM_4; }
if(k == Keys.NUMPAD_5){ k = Keys.NUM_5; }
if(k == Keys.NUMPAD_6){ k = Keys.NUM_6; }
if(k == Keys.NUMPAD_7){ k = Keys.NUM_7; }
if(k == Keys.NUMPAD_8){ k = Keys.NUM_8; }
if(k == Keys.NUMPAD_9){ k = Keys.NUM_9; }
if(k == Keys.NUMPAD_0){ k = Keys.NUM_0; }
if(!entered && !ignoreKeys.contains(k, false))
if(MyInput.isDown(Input.UP) || MyInput.isCaps)
Game.addInputChar(Keys.toString(k));
else
Game.addInputChar(Keys.toString(k).toLowerCase());
}
return true;
}
示例6: keyDown
public boolean keyDown(int keycode) {
if(NerdShooter.shooter.useKeys){
if (keycode == NerdShooter.shooter.keys[0]){
controller.leftPressed(-1);
}
if (keycode == NerdShooter.shooter.keys[1]){
controller.rightPressed(-1);
}
if (keycode == NerdShooter.shooter.keys[2]){
controller.jumpPressed(-1);
}
if (keycode == NerdShooter.shooter.keys[3]){
controller.firePressed(-1);
}
} else {
if (keycode == Keys.LEFT){
controller.leftPressed(-1);
}
if (keycode == Keys.RIGHT){
controller.rightPressed(-1);
}
if (keycode == Keys.SPACE){
controller.jumpPressed(-1);
}
if (keycode == Keys.X){
controller.firePressed(-1);
}
}
if ((keycode == Keys.BACK) || (keycode == Keys.ESCAPE)){
finishLevel(ExitBlock.EXIT_NOCLEAR);
}
if (keycode == Keys.S && NerdShooter.sanic){
NerdShooter.sanic = false;
jaxon.loadTextures();
StartScreen.reloadMusic();
} else if (keycode == Keys.S && !NerdShooter.sanic){
NerdShooter.sanic = true;
jaxon.loadTextures();
StartScreen.reloadMusic();
}
if (keycode == Keys.NUM_1){
jaxon.inventory.setSelctedItem(3);
}
if (keycode == Keys.NUM_2){
jaxon.inventory.setSelctedItem(2);
}
if (keycode == Keys.NUM_3){
jaxon.inventory.setSelctedItem(1);
}
if (keycode == Keys.NUM_4){
jaxon.inventory.setSelctedItem(0);
}
return true;
}