Game Development Reference
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if (keycode == Keys.R) {
init();
Gdx.app.debug(TAG, "Game world resetted");
}
// Toggle camera follow
else if (keycode == Keys.ENTER) {
cameraHelper.setTarget(cameraHelper.hasTarget()
? null: level.bunnyHead);
Gdx.app.debug(TAG, "Camera follow enabled: "
+ cameraHelper.hasTarget());
}
return false;
}
Now, we can use the Enter key to toggle between the player and camera controls.
What is still missing is the code that handles the input for the player's character.
Add the following lines of code to WorldController :
private void handleInputGame (float deltaTime) {
if (cameraHelper.hasTarget(level.bunnyHead)) {
// Player Movement
if (Gdx.input.isKeyPressed(Keys.LEFT)) {
level.bunnyHead.velocity.x =
-level.bunnyHead.terminalVelocity.x;
} else if (Gdx.input.isKeyPressed(Keys.RIGHT)) {
level.bunnyHead.velocity.x =
level.bunnyHead.terminalVelocity.x;
} else {
// Execute auto-forward movement on non-desktop platform
if (Gdx.app.getType() != ApplicationType.Desktop) {
level.bunnyHead.velocity.x =
level.bunnyHead.terminalVelocity.x;
}
}
// Bunny Jump
if (Gdx.input.isTouched() ||
Gdx.input.isKeyPressed(Keys.SPACE)) {
level.bunnyHead.setJumping(true);
} else {
level.bunnyHead.setJumping(false);
}
}
}
 
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