当前位置: 首页>>代码示例>>Java>>正文


Java Keys.W属性代码示例

本文整理汇总了Java中com.badlogic.gdx.Input.Keys.W属性的典型用法代码示例。如果您正苦于以下问题:Java Keys.W属性的具体用法?Java Keys.W怎么用?Java Keys.W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com.badlogic.gdx.Input.Keys的用法示例。


在下文中一共展示了Keys.W属性的11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;
}
 
开发者ID:libgdx-examples,项目名称:base-template,代码行数:21,代码来源:InputHandler.java

示例2: 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;
}
 
开发者ID:libgdx-examples,项目名称:space-arcade,代码行数:25,代码来源:InputHandler.java

示例3: setKeyAssign

public void setKeyAssign(Mode mode, boolean enable) {
	switch (mode) {
	case BEAT_5K:
	case BEAT_7K:
		keys = new int[] { Keys.Z, Keys.S, Keys.X, Keys.D, Keys.C, Keys.F, Keys.V, Keys.SHIFT_LEFT,
				Keys.CONTROL_LEFT };
		break;
	case BEAT_10K:
	case BEAT_14K:
	default:
		keys = new int[] { Keys.Z, Keys.S, Keys.X, Keys.D, Keys.C, Keys.F, Keys.V, Keys.SHIFT_LEFT,
				Keys.CONTROL_LEFT, Keys.COMMA, Keys.L, Keys.PERIOD, Keys.SEMICOLON, Keys.SLASH, Keys.APOSTROPHE,
				Keys.UNKNOWN, Keys.SHIFT_RIGHT, Keys.CONTROL_RIGHT };
		break;
	case POPN_5K:
	case POPN_9K:
		keys = new int[] { Keys.Z, Keys.S, Keys.X, Keys.D, Keys.C, Keys.F, Keys.V, Keys.G, Keys.B };
		break;
	case KEYBOARD_24K:
		keys = new int[] { Keys.Z, Keys.S, Keys.X, Keys.D, Keys.C, Keys.F, Keys.V, Keys.SHIFT_LEFT,
				Keys.CONTROL_LEFT, Keys.COMMA, Keys.L, Keys.PERIOD, Keys.SEMICOLON, Keys.SLASH, Keys.APOSTROPHE,
				Keys.UNKNOWN, Keys.SHIFT_RIGHT, Keys.CONTROL_RIGHT };
		keys = Arrays.copyOf(keys, 26);
		break;
	case KEYBOARD_24K_DOUBLE:
		keys = new int[] { Keys.Z, Keys.S, Keys.X, Keys.D, Keys.C, Keys.F, Keys.V, Keys.SHIFT_LEFT,
				Keys.CONTROL_LEFT, Keys.COMMA, Keys.L, Keys.PERIOD, Keys.SEMICOLON, Keys.SLASH, Keys.APOSTROPHE,
				Keys.UNKNOWN, Keys.SHIFT_RIGHT, Keys.CONTROL_RIGHT };
		keys = Arrays.copyOf(keys, 52);
		break;
	}
	if(!enable) {
		Arrays.fill(keys, -1);
	}
	start = Keys.Q;
	select = Keys.W;			
}
 
开发者ID:exch-bms2,项目名称:beatoraja,代码行数:37,代码来源:PlayConfig.java

示例4: keyUp

public boolean keyUp(int k) {
	if(mode==0){
		if(k == Keys.W || k == Keys.UP) MyInput.setKey(Input.UP, false);
		if(k == Keys.A || k == Keys.LEFT) MyInput.setKey(Input.LEFT, false);
		if(k == Keys.S || k == Keys.DOWN) MyInput.setKey(Input.DOWN, false);
		if(k == Keys.D || k == Keys.RIGHT) MyInput.setKey(Input.RIGHT, false);
		if(k == Keys.SPACE) MyInput.setKey(Input.JUMP, false);
		if(k == Keys.Q || k == Keys.CONTROL_RIGHT) MyInput.setKey(Input.INTERACT, false);
		if(k == Keys.E || k == Keys.NUMPAD_0) MyInput.setKey(Input.ATTACK, false);
		if(k == Keys.SHIFT_LEFT) MyInput.setKey(Input.SPECIAL, false);
		if(k == Keys.CONTROL_LEFT || k == Keys.Z) MyInput.setKey(Input.RUN, false);
		if(k == Keys.R || k == Keys.NUMPAD_1) MyInput.setKey(Input.USE, false);
		if(k == Keys.ESCAPE) MyInput.setKey(Input.PAUSE, false);
		if(k == Keys.ENTER) MyInput.setKey(Input.ENTER, false);
		if(k == Keys.TAB) MyInput.setKey(Input.RESPAWN, false);
		if(k == Keys.NUMPAD_8 || k == Keys.U) MyInput.setKey(Input.DEBUG_UP, false);
		if(k == Keys.NUMPAD_2 || k == Keys.J) MyInput.setKey(Input.DEBUG_DOWN, false);
		if(k == Keys.NUMPAD_4 || k == Keys.I) MyInput.setKey(Input.DEBUG_LEFT, false);
		if(k == Keys.NUMPAD_6 || k == Keys.O) MyInput.setKey(Input.DEBUG_RIGHT, false);
		if(k == Keys.NUMPAD_7 || k == Keys.LEFT_BRACKET) MyInput.setKey(Input.DEBUG_LEFT2, false);
		if(k == Keys.NUMPAD_9 || k == Keys.RIGHT_BRACKET) MyInput.setKey(Input.DEBUG_RIGHT2, false);
		if(k == Keys.M) MyInput.setKey(Input.DEBUG_CENTER, false);
		if(k == Keys.F1) MyInput.setKey(Input.COLLISION, false);
		if(k == Keys.F2) MyInput.setKey(Input.LIGHTS, false);
		if(k == Keys.F3) MyInput.setKey(Input.DEBUG_TEXT, false);
		if(k == Keys.F4) MyInput.setKey(Input.RENDER, false);
		if(k == Keys.EQUALS) MyInput.setKey(Input.ZOOM_IN, false);
		if(k == Keys.MINUS) MyInput.setKey(Input.ZOOM_OUT, false);
	} else {
		if(k == Keys.ESCAPE){ MyInput.setKey(Input.PAUSE, false); }
		if(k == Keys.SPACE){ MyInput.setKey(Input.JUMP, false); }
		if(k == Keys.ENTER){ MyInput.setKey(Input.ENTER, false); }
		if(k == Keys.LEFT){ MyInput.setKey(Input.LEFT, false); }
		if(k == Keys.RIGHT){  MyInput.setKey(Input.RIGHT, false); }
		if(Keys.toString(k).toLowerCase().equals("delete")){ MyInput.setKey(Input.DOWN, false); }
		if(k == Keys.SHIFT_LEFT || k == Keys.SHIFT_RIGHT){ MyInput.setKey(Input.UP, false); }
	}
	return true;
}
 
开发者ID:JayKEm,项目名称:Aftamath,代码行数:39,代码来源:MyInputProcessor.java

示例5: loadDefault

public void loadDefault() {
	//player
	forward = Keys.W;
	right = Keys.D;
	left = Keys.A;
	back = Keys.S;
	shoot = Keys.SPACE;
	changeVehicle = Keys.G;
	land = Keys.T;
	
	//ui
	toggleHUD = Keys.H;
	toggleEdgeMap = Keys.M;
	toggleSpaceMap = Keys.P;
	
	//screen
	fullscreen = Keys.F11;
	vsync = Keys.F8;
	zoomOut = Keys.MINUS;
	zoomIn = Keys.EQUALS;
	resetZoom = Keys.PERIOD;
	zoomCharacter = Keys.SLASH;
	zoomSpace = Keys.COMMA;
	rotateLeft = Keys.LEFT_BRACKET;
	rotateRight = Keys.RIGHT_BRACKET;
	
	//debug menu
	toggleDebug = Keys.F3;
	togglePos = Keys.NUMPAD_0;
	toggleComponents = Keys.NUMPAD_1;
	toggleBounds = Keys.NUMPAD_2;
	toggleFPS = Keys.NUMPAD_3;
	toggleOrbit = Keys.NUMPAD_4;
	toggleVector = Keys.NUMPAD_5;
	toggleMenu = Keys.NUMPAD_9;		
}
 
开发者ID:0XDE57,项目名称:SpaceProject,代码行数:36,代码来源:KeyConfig.java

示例6: 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;
    }
}
 
开发者ID:vs-slavchev,项目名称:Virtual-Evil,代码行数:37,代码来源:GameInputProcessor.java

示例7: 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;
    }
}
 
开发者ID:vs-slavchev,项目名称:Virtual-Evil,代码行数:37,代码来源:GameInputProcessor.java

示例8: 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;
	}
	
	if (keycode == Keys.SHIFT_LEFT || keycode == Keys.SHIFT_RIGHT) {
		shiftPressed = true;
	}
	
	if (keycode == Keys.CONTROL_LEFT || keycode == Keys.CONTROL_RIGHT) {
		ctrlPressed = true;
	}

	return false;
}
 
开发者ID:lucas-tulio,项目名称:lone-block,代码行数:29,代码来源:InputHandler.java

示例9: keyUp

@Override
public boolean keyUp(int keycode) {
	
	// When releasing keys, reset the key delay so they can be pressed again immediately
	
	if (keycode == Keys.UP) {
		upPressed = false;
		movementDelay = 0;
	} else if (keycode == Keys.LEFT) {
		leftPressed = false;
		movementDelay = 0;
	} else if (keycode == Keys.DOWN) {
		downPressed = false;
		movementDelay = 0;
	} else if (keycode == Keys.RIGHT) {
		rightPressed = false;
		movementDelay = 0;
	}
	
	if (keycode == Keys.E) {
		ePressed = false;
		actionDelay = 0;
	} else if (keycode == Keys.W) {
		wPressed = false;
		useDelay = 0;
	}
	
	if (keycode == Keys.SHIFT_LEFT || keycode == Keys.SHIFT_RIGHT) {
		shiftPressed = false;
	}
	
	if (keycode == Keys.CONTROL_LEFT || keycode == Keys.CONTROL_RIGHT) {
		ctrlPressed = false;
	}
	
	return false;
}
 
开发者ID:lucas-tulio,项目名称:lone-block,代码行数:37,代码来源:InputHandler.java

示例10: keyDown

@Override
public boolean keyDown(int keycode) {

	if (keycode == Keys.X && keys.containsKey(Keys.CONTROL_LEFT)) {
		System.exit(0);
	}

	if (keycode == Keys.M) {
		if(SoundManager.masterSound>0.1f) {
			SoundManager.stopAllSounds();
			SoundManager.pauseAllMusiques();
			SoundManager.masterSound = 0.f;				
			SoundManager.masterMusic = 0.f;				
		}
		else {
			SoundManager.masterSound = 0.3f;				
			SoundManager.masterMusic = 0.3f;				
		}
	}

	if ((keycode == Keys.SPACE) && InGame.dead) {
		InGame.score=5000;
		InGame.maxScore=0;
		InGame.nbKills=0;
		InGame.totalTime=0;
		InGame.speedEnergy = 250;
		InGame.dead=false;
		InGame.rouge = 0;
		InGame.player.timeBeforeRespawn = 0;
		Gdx.input.setCursorCatched(true);
		PAUSED = false;
	}

	if (keycode == Keys.UP) {
		STRAFE_LEFT = Keys.LEFT;
		STRAFE_RIGHT = Keys.RIGHT;
		FORWARD = Keys.UP;
		BACKWARD = Keys.DOWN;
	}

	if (keycode == Keys.C) {
		ScreenshotFactory.saveScreenshot();
	}

	if (keycode == Keys.W) {
		STRAFE_LEFT = Keys.A;
		STRAFE_RIGHT = Keys.D;
		FORWARD = Keys.W;
		BACKWARD = Keys.S;
	}

	if (keycode == Keys.Q) {
		STRAFE_LEFT = Keys.Q;
		STRAFE_RIGHT = Keys.D;
		FORWARD = Keys.Z;
		BACKWARD = Keys.S;
	}

	keys.put(keycode, keycode);
	return true;
}
 
开发者ID:Osaris31,项目名称:exterminate,代码行数:61,代码来源:CameraController.java

示例11: 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;
	}
 
开发者ID:JayKEm,项目名称:Aftamath,代码行数:79,代码来源:MyInputProcessor.java


注:本文中的com.badlogic.gdx.Input.Keys.W属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。