Game Development Reference
In-Depth Information
addInputMappings();
}
7. Once InputManager detects any of the actions and sends them our way, we
will just forward them to the GameCharacterControl object by applying the
sensitivity value to the analog input as follows:
public void onAnalog(String name, float value, float
tpf) {
if(character != null){
character.onAnalog(name, value * sensitivity,
tpf);
}
}
public void onAction(String name, boolean isPressed,
float tpf) {
if(character != null){
character.onAction(name, isPressed, tpf);
}
}
8. We're actually almost done with this recipe. We just need to make sure that we re-
set everything when AppState is not to be used anymore. We do this by over-
riding the cleanup method. Here, we remove all the mappings and remove this in-
stance from listeners of inputManager as follows:
public void cleanup() {
super.cleanup();
for (InputMapping i : InputMapping.values()) {
if (inputManager.hasMapping(i.name())) {
inputManager.deleteMapping(i.name());
}
}
inputManager.removeListener(this);
}
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