commit
a27c16d413
@ -0,0 +1,81 @@
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package visualiser.gameController;
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import javafx.animation.AnimationTimer;
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import javafx.scene.Scene;
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import visualiser.gameController.Keys.ControlKey;
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import visualiser.gameController.Keys.KeyFactory;
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import java.util.HashMap;
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import static javafx.application.Application.launch;
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/**
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* Class for checking what keys are currently being used
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*/
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public class InputChecker {
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private HashMap<String, Boolean> currentlyActiveKeys = new HashMap<>();
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/**
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* Controller loop that detects key presses that runs parallel to the main scene.
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* @param scene Scene the controller is to run in parallel with.
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*/
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public void runWithScene(Scene scene){
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scene.setOnKeyPressed(event -> {
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String codeString = event.getCode().toString();
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if (!currentlyActiveKeys.containsKey(codeString)) {
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ControlKey controlKey = KeyFactory.getKey(codeString);
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if (controlKey != null) {
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controlKey.onAction();
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System.out.println(controlKey.toString() + " is Pressed.");
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}
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currentlyActiveKeys.put(codeString, true);
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}
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});
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scene.setOnKeyReleased(event -> {
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String codeString = event.getCode().toString();
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ControlKey controlKey = KeyFactory.getKey(codeString);
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if (controlKey != null) {
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controlKey.onRelease();
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System.out.println(controlKey.toString() + " is Released.");
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}
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currentlyActiveKeys.remove(event.getCode().toString());
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});
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new AnimationTimer() {
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@Override
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public void handle(long now) {
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for (String key: currentlyActiveKeys.keySet()){
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ControlKey controlKey = KeyFactory.getKey(key);
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if (controlKey != null){
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controlKey.onHold();
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System.out.println(controlKey.toString() + " is Held.");
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}
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}
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// for (String key : InputKeys.stringKeysMap.keySet()){
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// if (removeActiveKey(key)) {
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// System.out.println(key);
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// }
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// }
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}
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}.start();
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}
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/**
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* removes a key from the active dictionary
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* @param codeString string of the key press to remove
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* @return whether or not the key has been removed or not.
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*/
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private boolean removeActiveKey(String codeString) {
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Boolean isActive = currentlyActiveKeys.get(codeString);
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if (isActive != null && isActive) {
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currentlyActiveKeys.put(codeString, false);
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return true;
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} else {
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return false;
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}
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}
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}
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* Key for the controller, part of the abstract factory KeyFactory
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*/
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public abstract class ControlKey {
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private String name;
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private KeyCode keyCode;
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/**
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* Constructor for Control
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* @param name name of the key
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* @param keyCode key code for the key
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*/
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public ControlKey(String name, KeyCode keyCode){
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this.name = name;
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this.keyCode = keyCode;
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}
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/**
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* To String method
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* @return returns the name of the key
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*/
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public String toString(){
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return this.name;
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}
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/**
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* What this key should do when the command is issued for it to do its job.
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*/
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public abstract void onAction();//may want to make it take in a visualiser and stuff in the future.
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/**
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* What to do when the key is held
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*/
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public abstract void onHold();
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/**
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* What to do when the key is released.
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*/
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public abstract void onRelease();
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}
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* Key to send downwind packet to server
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*/
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public class DownWindKey extends ControlKey {
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/**
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* Constructor for Control
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*
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* @param name name of the key
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* @param keyCode key code for the key
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*/
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public DownWindKey(String name, KeyCode keyCode) {
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super(name, keyCode);
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}
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@Override
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public void onAction() {
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}
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@Override
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public void onHold() {
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}
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@Override
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public void onRelease() {
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}
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}
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* Factory for creating Keys, these could be predefined in the future.
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*/
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public class KeyFactory {
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/**
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* Get the Control Key incharge of a key press
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* @param key key pressed (String value of KeyCode)
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* @return the Control Key behaviour of the key pressed.
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*/
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public static ControlKey getKey(String key){
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switch(key){
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case "Z":
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return new ZoomInKey("Z", KeyCode.Z);
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case "X":
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return new ZoomOutKey("X", KeyCode.X);
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case "SPACE":
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return new VMGKey("SPACE", KeyCode.SPACE);
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case "SHIFT":
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return new SailsToggleKey("SHIFT", KeyCode.SHIFT);
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case "ENTER":
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return new TackGybeKey("ENTER", KeyCode.ENTER);
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case "PAGE_UP":
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return new UpWindKey("PAGE_UP", KeyCode.PAGE_UP);
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case "PAGE_DOWN":
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return new DownWindKey("PAGE_DOWN", KeyCode.PAGE_DOWN);
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default:
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return null;
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}
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}
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}
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* Key to toggle the sails
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*/
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public class SailsToggleKey extends ControlKey {
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/**
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* Constructor for Control
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*
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* @param name name of the key
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* @param keyCode key code for the key
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*/
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public SailsToggleKey(String name, KeyCode keyCode) {
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super(name, keyCode);
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}
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@Override
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public void onAction() {
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}
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@Override
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public void onHold() {
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}
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@Override
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public void onRelease() {
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}
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}
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@ -0,0 +1,34 @@
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* key to toggle between tacking and gybing
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*/
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public class TackGybeKey extends ControlKey {
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/**
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* Constructor for Control
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*
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* @param name name of the key
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* @param keyCode key code for the key
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*/
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public TackGybeKey(String name, KeyCode keyCode) {
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super(name, keyCode);
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}
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@Override
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public void onAction() {
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}
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@Override
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public void onHold() {
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}
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@Override
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public void onRelease() {
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}
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}
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* Key to go upwind
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*/
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public class UpWindKey extends ControlKey {
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/**
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* Constructor for Control
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*
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* @param name name of the key
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* @param keyCode key code for the key
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*/
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public UpWindKey(String name, KeyCode keyCode) {
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super(name, keyCode);
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}
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@Override
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public void onAction() {
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}
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@Override
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public void onHold() {
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}
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@Override
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public void onRelease() {
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}
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}
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@ -0,0 +1,34 @@
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* Key to trigger auto VMG
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*/
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public class VMGKey extends ControlKey{
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/**
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* Constructor for Control
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*
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* @param name name of the key
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* @param keyCode key code for the key
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*/
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public VMGKey(String name, KeyCode keyCode) {
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super(name, keyCode);
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}
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@Override
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public void onAction() {
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}
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@Override
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public void onHold() {
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}
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@Override
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public void onRelease() {
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}
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}
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@ -0,0 +1,28 @@
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* key to zoom into the game
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*/
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public class ZoomInKey extends ControlKey {
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public ZoomInKey(String name, KeyCode keyCode) {
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super(name, keyCode);
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}
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@Override
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public void onAction() {
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}
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@Override
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public void onHold() {
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}
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@Override
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public void onRelease() {
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}
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}
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@ -0,0 +1,34 @@
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package visualiser.gameController.Keys;
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import javafx.scene.input.KeyCode;
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/**
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* Key to zoom out of the game.
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*/
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public class ZoomOutKey extends ControlKey{
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/**
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* Constructor for Control
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*
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* @param name name of the key
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* @param keyCode key code for the key
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*/
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public ZoomOutKey(String name, KeyCode keyCode) {
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super(name, keyCode);
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}
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@Override
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public void onAction() {
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}
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@Override
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public void onHold() {
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}
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@Override
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public void onRelease() {
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}
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}
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@ -0,0 +1,42 @@
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package visualiser.gameController;
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import javafx.application.Application;
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import javafx.application.Platform;
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import javafx.event.EventHandler;
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import javafx.scene.Scene;
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import javafx.scene.layout.GridPane;
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import javafx.stage.Stage;
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import javafx.stage.WindowEvent;
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import visualiser.gameController.InputChecker;
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/**
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||||
* Start to manually test the game controller
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*/
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public class GameControllerManualTest extends Application {
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||||
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@Override
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public void start(Stage stage) throws Exception {
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stage.setOnCloseRequest(new EventHandler<WindowEvent>() {
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@Override
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public void handle(WindowEvent event) {
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Platform.exit();
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System.exit(0);
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}
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});
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GridPane root = new GridPane();
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||||
Scene scene = new Scene(root, 1200, 800);
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||||
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||||
InputChecker inputChecker = new InputChecker();
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||||
inputChecker.runWithScene(scene);
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||||
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||||
stage.setScene(scene);
|
||||
stage.setTitle("RaceVision - Team 7 - Input Tester Manual Test");
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||||
stage.show();
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||||
}
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||||
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||||
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||||
public static void main(String[] args) {
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||||
launch(args);
|
||||
}
|
||||
}
|
||||
Loading…
Reference in new issue