The Controller now takes in key presses.

- Each key is now registered in an Abstract Factory which takes in an action to perform.
- Comments are added behind each function in to give some indication of how it could be extended/modified in the future.
#story[1006]
main
Fan-Wu Yang 9 years ago
parent 054816c15a
commit f9b2a62f8d

@ -2,6 +2,8 @@ package seng302.gameController;
import javafx.animation.AnimationTimer; import javafx.animation.AnimationTimer;
import javafx.scene.Scene; import javafx.scene.Scene;
import seng302.gameController.Keys.ControlKey;
import seng302.gameController.Keys.KeyFactory;
import java.util.HashMap; import java.util.HashMap;
@ -11,6 +13,10 @@ import java.util.HashMap;
public class InputChecker { public class InputChecker {
private HashMap<String, Boolean> currentlyActiveKeys = new HashMap<>(); private HashMap<String, Boolean> currentlyActiveKeys = new HashMap<>();
/**
* Controller loop that detects key presses that runs parallel to the main scene.
* @param scene Scene the controller is to run in parallel with.
*/
public void runWithScene(Scene scene){ public void runWithScene(Scene scene){
scene.setOnKeyPressed(event -> { scene.setOnKeyPressed(event -> {
String codeString = event.getCode().toString(); String codeString = event.getCode().toString();
@ -26,16 +32,27 @@ public class InputChecker {
new AnimationTimer() { new AnimationTimer() {
@Override @Override
public void handle(long now) { public void handle(long now) {
for (String key : InputKeys.listOfKeys){ for (String key: currentlyActiveKeys.keySet()){
if (removeActiveKey(key)) { ControlKey controlKey = KeyFactory.getKey(key);
System.out.println(key); if (controlKey != null){
controlKey.onAction();
} }
} }
// for (String key : InputKeys.stringKeysMap.keySet()){
// if (removeActiveKey(key)) {
// System.out.println(key);
// }
// }
} }
}.start(); }.start();
} }
/**
* removes a key from the active dictionary
* @param codeString string of the key press to remove
* @return whether or not the key has been removed or not.
*/
private boolean removeActiveKey(String codeString) { private boolean removeActiveKey(String codeString) {
Boolean isActive = currentlyActiveKeys.get(codeString); Boolean isActive = currentlyActiveKeys.get(codeString);

@ -1,20 +0,0 @@
package seng302.gameController;
import java.util.Arrays;
import java.util.List;
/**
* Class to store the basic keys used by this controller
*/
public class InputKeys {
protected static String zoomIn = "Z";
protected static String zoomOut = "X";
protected static String vmg = "SPACE";
protected static String sailsToggle = "SHIFT";
protected static String tackGybe = "Enter";
protected static String upWind = "PAGE_UP";
protected static String downWind = "Page_Down";
protected static List<String> listOfKeys = Arrays.asList(zoomIn, zoomOut, vmg,
sailsToggle, tackGybe, upWind, downWind);
}

@ -0,0 +1,27 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* Key for the controller, part of the abstract factory KeyFactory
*/
public abstract class ControlKey {
private String name;
private KeyCode keyCode;
/**
* Constructor for Control
* @param name name of the key
* @param keyCode key code for the key
*/
public ControlKey(String name, KeyCode keyCode){
this.name = name;
this.keyCode = keyCode;
}
/**
* What this key should do when the command is issued for it to do its job.
*/
public abstract void onAction();//may want to make it take in a visualiser and stuff in the future.
}

@ -0,0 +1,24 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* Key to send downwind packet to server
*/
public class DownWindKey extends ControlKey {
/**
* Constructor for Control
*
* @param name name of the key
* @param keyCode key code for the key
*/
public DownWindKey(String name, KeyCode keyCode) {
super(name, keyCode);
}
@Override
public void onAction() {
}
}

@ -0,0 +1,36 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* Factory for creating Keys, these could be predefined in the future.
*/
public class KeyFactory {
/**
* Get the Control Key incharge of a key press
* @param key key pressed (String value of KeyCode)
* @return the Control Key behaviour of the key pressed.
*/
public static ControlKey getKey(String key){
switch(key){
case "Z":
return new ZoomInKey("Z", KeyCode.Z);
case "X":
return new ZoomOutKey("X", KeyCode.X);
case "SPACE":
return new VMGKey("SPACE", KeyCode.SPACE);
case "SHIFT":
return new SailsToggleKey("SHIFT", KeyCode.SHIFT);
case "ENTER":
return new TackGybeKey("ENTER", KeyCode.ENTER);
case "PAGE_UP":
return new UpWindKey("PAGE_UP", KeyCode.PAGE_UP);
case "PAGE_DOWN":
return new DownWindKey("PAGE_DOWN", KeyCode.PAGE_DOWN);
default:
return null;
}
}
}

@ -0,0 +1,24 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* Key to toggle the sails
*/
public class SailsToggleKey extends ControlKey {
/**
* Constructor for Control
*
* @param name name of the key
* @param keyCode key code for the key
*/
public SailsToggleKey(String name, KeyCode keyCode) {
super(name, keyCode);
}
@Override
public void onAction() {
}
}

@ -0,0 +1,24 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* key to toggle between tacking and gybing
*/
public class TackGybeKey extends ControlKey {
/**
* Constructor for Control
*
* @param name name of the key
* @param keyCode key code for the key
*/
public TackGybeKey(String name, KeyCode keyCode) {
super(name, keyCode);
}
@Override
public void onAction() {
}
}

@ -0,0 +1,24 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* Key to go upwind
*/
public class UpWindKey extends ControlKey {
/**
* Constructor for Control
*
* @param name name of the key
* @param keyCode key code for the key
*/
public UpWindKey(String name, KeyCode keyCode) {
super(name, keyCode);
}
@Override
public void onAction() {
}
}

@ -0,0 +1,24 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* Key to trigger auto VMG
*/
public class VMGKey extends ControlKey{
/**
* Constructor for Control
*
* @param name name of the key
* @param keyCode key code for the key
*/
public VMGKey(String name, KeyCode keyCode) {
super(name, keyCode);
}
@Override
public void onAction() {
}
}

@ -0,0 +1,18 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* key to zoom into the game
*/
public class ZoomInKey extends ControlKey {
public ZoomInKey(String name, KeyCode keyCode) {
super(name, keyCode);
}
@Override
public void onAction() {
}
}

@ -0,0 +1,24 @@
package seng302.gameController.Keys;
import javafx.scene.input.KeyCode;
/**
* Key to zoom out of the game.
*/
public class ZoomOutKey extends ControlKey{
/**
* Constructor for Control
*
* @param name name of the key
* @param keyCode key code for the key
*/
public ZoomOutKey(String name, KeyCode keyCode) {
super(name, keyCode);
}
@Override
public void onAction() {
}
}
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