public void checkInput(long elapsedTime) { if (exit.isPressed()) { stop(); } // Mouse Scrolling Implemented Here. if (inputManager.getMouseX() == 0) { renderer.setRenderCenterX(renderer.getRenderCenterX() + 5); } // More Mouse Scrolling if (inputManager.getMouseX() == wm.getWidth() - 1) { renderer.setRenderCenterX(renderer.getRenderCenterX() - 5); } // And Some More. if (inputManager.getMouseY() == 0) { renderer.setRenderCenterY(renderer.getRenderCenterY() + 5); ; } // And Finally, The Last Mouse Scroll. if (inputManager.getMouseY() == wm.getHeight() - 1) { renderer.setRenderCenterY(renderer.getRenderCenterY() - 5); ; } // Keyboard Scrolling. if (scrollMapLeft.isPressed()) { renderer.setRenderCenterX(renderer.getRenderCenterX() + WorldMapRenderer.tilesToPixels(3)); } if (scrollMapRight.isPressed()) { renderer.setRenderCenterX(renderer.getRenderCenterX() - WorldMapRenderer.tilesToPixels(3)); } if (scrollMapUp.isPressed()) { renderer.setRenderCenterY(renderer.getRenderCenterY() + WorldMapRenderer.tilesToPixels(3)); } if (scrollMapDown.isPressed()) { renderer.setRenderCenterY(renderer.getRenderCenterY() - WorldMapRenderer.tilesToPixels(3)); } // End of Keyboard Scrolling. // More Actions to Go Here. }
public void init() { super.init(); initInput(); // create and start a new Resource Manager. The resource Manager is responsible for loading // game elements. ResourceManager rM = new ResourceManager(wm.getFullScreenWindow().getGraphicsConfiguration()); world = generateGameWorld(SIZE_H, SIZE_W); // load our resources! renderer = new WorldMapRenderer(); map = new WorldMap(world, SIZE_H, SIZE_W); // initialize the renderer at the center of the map(Or of course, whereever the hell we want to // really) renderer.setRenderCenterX(wm.getWidth() / 2 - map.getCenterX()); renderer.setRenderCenterY(wm.getHeight() / 2 - map.getCenterY()); }