@Override
 public void onAction(final String name, final boolean keyPressed, final float tpf) {
   if (name.equals("Lefts")) {
     if (keyPressed) {
       TerrainGridTileLoaderTest.this.left = true;
     } else {
       TerrainGridTileLoaderTest.this.left = false;
     }
   } else if (name.equals("Rights")) {
     if (keyPressed) {
       TerrainGridTileLoaderTest.this.right = true;
     } else {
       TerrainGridTileLoaderTest.this.right = false;
     }
   } else if (name.equals("Ups")) {
     if (keyPressed) {
       TerrainGridTileLoaderTest.this.up = true;
     } else {
       TerrainGridTileLoaderTest.this.up = false;
     }
   } else if (name.equals("Downs")) {
     if (keyPressed) {
       TerrainGridTileLoaderTest.this.down = true;
     } else {
       TerrainGridTileLoaderTest.this.down = false;
     }
   } else if (name.equals("Jumps")) {
     TerrainGridTileLoaderTest.this.player3.jump();
   } else if (name.equals("pick") && keyPressed) {
     // Terrain picked = terrain.getTerrainAt(player3.getPhysicsLocation());
     Terrain picked = terrain.getTerrainAtCell(terrain.getCurrentCell());
     System.out.println(
         "** cell " + player3.getPhysicsLocation() + " picked terrain: " + picked);
   }
 }
 /**
  * This is the main event loop--walking happens here. We check in which direction the player is
  * walking by interpreting the camera direction forward (camDir) and to the side (camLeft). The
  * setWalkDirection() command is what lets a physics-controlled player walk. We also make sure
  * here that the camera moves with player.
  */
 @Override
 public void simpleUpdate(float tpf) {
   camDir.set(cam.getDirection()).multLocal(0.6f);
   camLeft.set(cam.getLeft()).multLocal(0.4f);
   walkDirection.set(0, 0, 0);
   if (left) {
     walkDirection.addLocal(camLeft);
   }
   if (right) {
     walkDirection.addLocal(camLeft.negate());
   }
   if (up) {
     walkDirection.addLocal(camDir);
   }
   if (down) {
     walkDirection.addLocal(camDir.negate());
   }
   player.setWalkDirection(walkDirection);
   cam.setLocation(player.getPhysicsLocation());
 }
Exemplo n.º 3
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 @Override
 public void simpleUpdate(float lastTimePerFrame) {
   float playerMoveSpeed = ((cubesSettings.getBlockSize() * 6.5f) * lastTimePerFrame);
   Vector3f camDir = cam.getDirection().mult(playerMoveSpeed);
   Vector3f camLeft = cam.getLeft().mult(playerMoveSpeed);
   walkDirection.set(0, 0, 0);
   if (arrowKeys[0]) {
     walkDirection.addLocal(camDir);
   }
   if (arrowKeys[1]) {
     walkDirection.addLocal(camLeft.negate());
   }
   if (arrowKeys[2]) {
     walkDirection.addLocal(camDir.negate());
   }
   if (arrowKeys[3]) {
     walkDirection.addLocal(camLeft);
   }
   walkDirection.setY(0);
   walkDirection.normalize();
   walkDirection.multLocal(lastTimePerFrame * 10);
   playerControl.setWalkDirection(walkDirection);
   cam.setLocation(playerControl.getPhysicsLocation());
 }