Improved the controls; made them more changable and fixed issues with
the keyboard and the controller being used together to cheat (fast speed and fast gun)
This commit is contained in:
parent
d88b433b11
commit
ef6fe56c89
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@ -15,9 +15,10 @@ import shootergame.init.Resources;
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import shootergame.init.Sounds;
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import shootergame.init.Textures;
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import shootergame.input.JoystickCallback;
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import shootergame.input.KeyCallback;
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import shootergame.mainloop.MainloopEventHandler;
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import shootergame.menu.Menu;
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import shootergame.menu.MenuNone;
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import shootergame.menu.MenuGame;
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import shootergame.tiles.LightLevelNoise;
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import shootergame.time.GameTimer;
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import shootergame.world.World;
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@ -31,7 +32,7 @@ public class Main
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public static World world;
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public static AudioEngine audio;
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public static Random rand = new Random();
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public static Menu menu = new MenuNone();
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public static Menu menu = new MenuGame();
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public static boolean game_paused = false;
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public static void main(String[] args)
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@ -58,6 +59,7 @@ public class Main
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mainloop.register(JoystickCallback.JOYSTICK_CALLBACK);
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mainloop.register(new LightLevelNoise());
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mainloop.register(new GameTimer());
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mainloop.register(new KeyCallback());
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// Create the display
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window = new DisplayWindow("ShooterGame");
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@ -49,6 +49,9 @@ public class DisplayRender
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// Bind the texmap
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Textures.texmap.bindTexture();
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if(Main.menu.doGameRender)
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{
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// Push the matrix
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GlHelpers.pushMatrix();
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{
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@ -96,6 +99,7 @@ public class DisplayRender
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GlHelpers.popMatrix();
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}
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}
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// Render the user interface
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DisplayRenderUI.render();
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@ -27,12 +27,19 @@ public class DisplayRenderUI
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// Get some text settings
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Vec2d text_size = new Vec2d(0.5, 0.2);
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// Render the fps and the position
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// Render the fps
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GlHelpers.pushMatrix();
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GlHelpers.translate(-9.5, 9.5, 0);
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GlHelpers.color3(1, 1, 0);
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Text.render("FPS: " + DisplayStatsEventHandler.fps, text_size);
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GlHelpers.translate(0, -0.5, 0);
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GlHelpers.popMatrix();
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if(Main.menu.doGameRender)
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{
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// Render the fps and the position
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GlHelpers.pushMatrix();
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GlHelpers.translate(-9.5, 9, 0);
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GlHelpers.color3(1, 1, 0);
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Text.render("x: " + (int) player.pos.x + ", y: " + (int) player.pos.y, text_size);
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GlHelpers.color3(1, 1, 1);
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GlHelpers.popMatrix();
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@ -142,6 +149,7 @@ public class DisplayRenderUI
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// Render the boss bars
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BossBars.render();
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}
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// Render the loaded menu
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Main.menu.render();
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@ -0,0 +1,20 @@
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package shootergame.input;
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class GameInput
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{
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static boolean activateItem_last = false;
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static boolean activateTile_last = false;
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static boolean dropItem_last = false;
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static boolean move_last = false;
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static boolean hotbar_l = false;
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static boolean hotbar_r = false;
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static boolean startButton_last = false;
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static boolean moveLeft = false;
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static boolean moveRight = false;
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static boolean moveUp = false;
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static boolean moveDown = false;
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static boolean fireGun = false;
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}
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@ -4,29 +4,20 @@ import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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import static shootergame.input.GameInput.*;
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import org.lwjgl.glfw.GLFW;
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import org.lwjgl.glfw.GLFWJoystickCallbackI;
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import mainloop.task.IMainloopTask;
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import shootergame.Main;
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import shootergame.menu.MenuNone;
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import shootergame.menu.MenuPause;
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import shootergame.util.math.MathHelpers;
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import shootergame.input.types.Input;
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public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
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{
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public static final JoystickCallback JOYSTICK_CALLBACK = new JoystickCallback();
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private ArrayList<Integer> connections = new ArrayList<Integer>();
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private static boolean activateItem_last = false;
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private static boolean activateTile_last = false;
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private static boolean dropItem_last = false;
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private static boolean hotbar_l = false;
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private static boolean hotbar_r = false;
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private static boolean startButton_last = false;
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@Override
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public void invoke(int jid, int event)
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{
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@ -150,33 +141,31 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
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dpad_down = buttons.get(14) == 1 || buttons.get(17) == 1 || dpad_down;
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}
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// Only check for these input commands if the game isn't paused
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if(!Main.game_paused)
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{
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Input input = Main.menu.input;
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// Is the left stick moved into a position (movement stick)
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if(left_x > 0.3 || left_x < -0.3 || left_y > 0.3 || left_y < -0.3)
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if((left_x > 0.3 || left_x < -0.3 || left_y > 0.3 || left_y < -0.3) && !moveUp && !moveDown)
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{
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// Get the the angle
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double angle = Math.toDegrees(Math.atan2(left_y, left_x)) + 90;
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// Move the player in the left sticks angle
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Main.player.moveTowards(angle);
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// Set the players moving to true
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Main.player.moving = true;
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input.move(true, angle);
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move_last = true;
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}
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// Set the players moving to false
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else Main.player.moving = false;
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else if(move_last && !moveUp && !moveDown) {
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move_last = false;
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input.move(false, 0);
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}
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// Is the right x axis stick moved into a position (camera stick)
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if(right_x > 0.3 || right_x < -0.3) {
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Main.player.angle += right_x;
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input.camera(true, right_x);
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}
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// Gun trigger
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if(right_trigger > 0.3) {
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Main.player.fireBullet(0);
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if(right_trigger > 0.3 && !fireGun) {
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input.fire(true);
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}
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// Item trigger
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@ -184,7 +173,7 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
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if(!activateItem_last)
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{
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activateItem_last = true;
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Main.player.activateItem();
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input.itemAction(true);
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}
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}
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@ -195,8 +184,7 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
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if(shoulder_left) {
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if(!hotbar_l) {
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hotbar_l = true;
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Main.player.inventory_hand -= 1;
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Main.player.inventory_hand = MathHelpers.mod(Main.player.inventory_hand, 6);
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input.hotbarShift(true, -1);
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}
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}
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@ -207,8 +195,7 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
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if(shoulder_right) {
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if(!hotbar_r) {
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hotbar_r = true;
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Main.player.inventory_hand += 1;
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Main.player.inventory_hand = MathHelpers.mod(Main.player.inventory_hand, 6);
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input.hotbarShift(true, 1);
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}
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}
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@ -219,7 +206,7 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
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// Activate tile
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if(button_x) {
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if(!activateTile_last) {
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Main.player.activateTile();
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input.activateTile(true);
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activateTile_last = true;
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}
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}
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@ -231,7 +218,7 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
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// Drop item
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if(button_b) {
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if(!dropItem_last) {
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Main.player.dropItem();
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input.itemDrop(true);
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dropItem_last = true;
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}
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}
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@ -239,22 +226,12 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
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else if(dropItem_last) {
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dropItem_last = false;
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}
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}
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// Pause and unpause the game
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if(button_start) {
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if(!startButton_last) {
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startButton_last = true;
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if(Main.game_paused) {
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Main.menu = new MenuNone();
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Main.game_paused = false;
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}
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else {
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Main.menu = new MenuPause();
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Main.game_paused = true;
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}
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input.pause(true);
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}
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}
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@ -1,29 +1,15 @@
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package shootergame.input;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_1;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_2;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_3;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_4;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_5;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_6;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_A;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_D;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_E;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_ENTER;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_ESCAPE;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_Q;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_RIGHT_SHIFT;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_S;
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import static org.lwjgl.glfw.GLFW.GLFW_KEY_W;
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import static org.lwjgl.glfw.GLFW.GLFW_RELEASE;
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import static org.lwjgl.glfw.GLFW.*;
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import static shootergame.input.GameInput.*;
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import org.lwjgl.glfw.GLFWKeyCallbackI;
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import mainloop.task.IMainloopTask;
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import shootergame.Main;
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import shootergame.menu.MenuNone;
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import shootergame.menu.MenuPause;
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import shootergame.input.types.Input;
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public class KeyCallback implements GLFWKeyCallbackI
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public class KeyCallback implements GLFWKeyCallbackI, IMainloopTask
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{
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private boolean itemUse_last = false;
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private boolean itemDrop_last = false;
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@ -33,55 +19,53 @@ public class KeyCallback implements GLFWKeyCallbackI
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@Override
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public void invoke(long window, int key, int scancode, int action, int mods)
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{
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Input input = Main.menu.input;
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boolean pressed = ! ( action == GLFW_RELEASE );
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if(!Main.game_paused && !Main.player.dead && !Main.player.in_animation)
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{
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if(key == GLFW_KEY_W) {
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Main.player.MOVE_FORWARD = pressed;
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moveUp = pressed;
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}
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if(key == GLFW_KEY_S) {
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Main.player.MOVE_BACKWARD = pressed;
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moveDown = pressed;
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}
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if(key == GLFW_KEY_A) {
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Main.player.MOVE_LEFT = pressed;
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moveLeft = pressed;
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}
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if(key == GLFW_KEY_D) {
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Main.player.MOVE_RIGHT = pressed;
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moveRight = pressed;
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}
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if(key == GLFW_KEY_ENTER) {
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Main.player.GUN = pressed;
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fireGun = pressed;
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}
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if(key == GLFW_KEY_1 && pressed) {
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Main.player.inventory_hand = 0;
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input.hotbarGoto(true, 0);
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}
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if(key == GLFW_KEY_2 && pressed) {
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Main.player.inventory_hand = 1;
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input.hotbarGoto(true, 1);
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}
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if(key == GLFW_KEY_3 && pressed) {
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Main.player.inventory_hand = 2;
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input.hotbarGoto(true, 2);
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}
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if(key == GLFW_KEY_4 && pressed) {
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Main.player.inventory_hand = 3;
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input.hotbarGoto(true, 3);
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}
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if(key == GLFW_KEY_5 && pressed) {
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Main.player.inventory_hand = 4;
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input.hotbarGoto(true, 4);
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}
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if(key == GLFW_KEY_6 && pressed) {
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Main.player.inventory_hand = 5;
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input.hotbarGoto(true, 5);
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}
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if(key == GLFW_KEY_RIGHT_SHIFT) {
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if(pressed) {
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if(!itemUse_last) {
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itemUse_last = true;
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Main.player.activateItem();
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input.itemAction(true);
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}
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}
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else if(itemUse_last) {
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@ -93,7 +77,7 @@ public class KeyCallback implements GLFWKeyCallbackI
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if(pressed) {
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if(!action_last) {
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action_last = true;
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Main.player.activateTile();
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input.activateTile(true);
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}
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}
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else if(action_last) {
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@ -105,40 +89,19 @@ public class KeyCallback implements GLFWKeyCallbackI
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if(pressed) {
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if(!itemDrop_last) {
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itemDrop_last = true;
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Main.player.dropItem();
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input.itemDrop(true);
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}
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}
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else if(itemDrop_last) {
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itemDrop_last = false;
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}
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}
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}
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else {
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itemUse_last = false;
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esc_last = false;
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action_last = false;
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itemDrop_last = false;
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Main.player.MOVE_BACKWARD = false;
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Main.player.MOVE_FORWARD = false;
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Main.player.MOVE_LEFT = false;
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Main.player.MOVE_RIGHT = false;
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}
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if(key == GLFW_KEY_ESCAPE) {
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if(pressed) {
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if(!esc_last) {
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esc_last = true;
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if(Main.game_paused) {
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Main.game_paused = false;
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Main.menu = new MenuNone();
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}
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else {
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Main.game_paused = true;
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Main.menu = new MenuPause();
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}
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input.pause(true);
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}
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}
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else if(esc_last) {
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@ -147,4 +110,42 @@ public class KeyCallback implements GLFWKeyCallbackI
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}
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}
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@Override
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public boolean MainLoopDelay(long millis) {
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return millis > 10;
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}
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@Override
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public boolean MainLoopRepeat() {
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return true;
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}
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@Override
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public void MainLoopUpdate()
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{
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Input input = Main.menu.input;
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if(moveUp) {
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input.move(true, 0);
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move_last = true;
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}
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if(moveDown) {
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input.move(true, 180);
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move_last = true;
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}
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if(moveLeft) {
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input.camera(true, -1);
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}
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if(moveRight) {
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input.camera(true, 1);
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}
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if(fireGun) {
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input.fire(true);
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}
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}
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}
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@ -0,0 +1,14 @@
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package shootergame.input.types;
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public interface Input
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{
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public void move(boolean state, double angle);
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public void fire(boolean state);
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public void activateTile(boolean state);
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public void camera(boolean state, double amount);
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public void itemAction(boolean state);
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public void itemDrop(boolean state);
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public void pause(boolean state);
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public void hotbarGoto(boolean state, int pos);
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public void hotbarShift(boolean state, int amount);
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}
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@ -0,0 +1,70 @@
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package shootergame.input.types;
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import shootergame.Main;
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import shootergame.menu.MenuGame;
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import shootergame.menu.MenuGamePause;
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import shootergame.util.math.MathHelpers;
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public class InputGame implements Input
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{
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@Override
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public void move(boolean state, double angle)
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{
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if(state)
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{
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// Move the player in the left sticks angle
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Main.player.moveTowards(angle);
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// Set the players moving to true
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Main.player.moving = true;
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}
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||||
|
||||
else {
|
||||
Main.player.moving = false;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void fire(boolean state) {
|
||||
Main.player.fireBullet(0);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void activateTile(boolean state) {
|
||||
Main.player.activateTile();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void camera(boolean state, double amount) {
|
||||
Main.player.angle += amount;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void itemAction(boolean state) {
|
||||
Main.player.activateItem();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void itemDrop(boolean state) {
|
||||
Main.player.dropItem();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void pause(boolean state) {
|
||||
Main.menu = new MenuGamePause();
|
||||
Main.game_paused = true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hotbarGoto(boolean state, int pos) {
|
||||
Main.player.inventory_hand = pos;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hotbarShift(boolean state, int amount) {
|
||||
Main.player.inventory_hand += amount;
|
||||
Main.player.inventory_hand = MathHelpers.mod(Main.player.inventory_hand, 6);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,47 @@
|
|||
package shootergame.input.types;
|
||||
|
||||
import shootergame.Main;
|
||||
import shootergame.menu.MenuGame;
|
||||
|
||||
public class InputGamePause implements Input
|
||||
{
|
||||
|
||||
@Override
|
||||
public void move(boolean state, double angle) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void fire(boolean state) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void activateTile(boolean state) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void camera(boolean state, double amount) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void itemAction(boolean state) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void itemDrop(boolean state) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void pause(boolean state) {
|
||||
Main.menu = new MenuGame();
|
||||
Main.game_paused = false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hotbarGoto(boolean state, int pos) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hotbarShift(boolean state, int amount) {
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,62 @@
|
|||
package shootergame.input.types;
|
||||
|
||||
import shootergame.Main;
|
||||
|
||||
public class InputMenu implements Input
|
||||
{
|
||||
|
||||
@Override
|
||||
public void move(boolean state, double angle) {
|
||||
// TODO
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void fire(boolean state) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void activateTile(boolean state) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void camera(boolean state, double amount) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void itemAction(boolean state) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void itemDrop(boolean state) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void pause(boolean state) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hotbarGoto(boolean state, int pos) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hotbarShift(boolean state, int amount) {
|
||||
// TODO Auto-generated method stub
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -1,8 +1,12 @@
|
|||
package shootergame.menu;
|
||||
|
||||
import shootergame.input.types.Input;
|
||||
|
||||
public abstract class Menu
|
||||
{
|
||||
public boolean doGameloop = false;
|
||||
public boolean doGameloop;
|
||||
public boolean doGameRender;
|
||||
public Input input;
|
||||
|
||||
public abstract void render();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,16 @@
|
|||
package shootergame.menu;
|
||||
|
||||
import shootergame.input.types.InputGame;
|
||||
|
||||
public class MenuGame extends Menu
|
||||
{
|
||||
public MenuGame() {
|
||||
this.doGameloop = true;
|
||||
this.doGameRender = true;
|
||||
this.input = new InputGame();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render() {
|
||||
}
|
||||
}
|
||||
|
|
@ -1,11 +1,18 @@
|
|||
package shootergame.menu;
|
||||
|
||||
import shootergame.input.types.InputGamePause;
|
||||
import shootergame.text.Text;
|
||||
import shootergame.util.gl.GlHelpers;
|
||||
import shootergame.util.math.vec.Vec2d;
|
||||
|
||||
public class MenuPause extends Menu
|
||||
public class MenuGamePause extends Menu
|
||||
{
|
||||
public MenuGamePause() {
|
||||
this.doGameloop = false;
|
||||
this.doGameRender = true;
|
||||
this.input = new InputGamePause();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render()
|
||||
{
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
package shootergame.menu;
|
||||
|
||||
import shootergame.input.types.InputMenu;
|
||||
|
||||
public class MenuMain extends Menu
|
||||
{
|
||||
public MenuMain() {
|
||||
this.doGameloop = false;
|
||||
this.doGameRender = false;
|
||||
this.input = new InputMenu();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render() {
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -1,12 +0,0 @@
|
|||
package shootergame.menu;
|
||||
|
||||
public class MenuNone extends Menu
|
||||
{
|
||||
public MenuNone() {
|
||||
this.doGameloop = true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void render() {
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue