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1 /*
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2 * Copyright (c) 2009, Mason Green (zzzzrrr)
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3 * http://www.dsource.org/projects/openmelee
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4 *
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5 * All rights reserved.
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6 *
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7 * Redistribution and use in source and binary forms, with or without modification,
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8 * are permitted provided that the following conditions are met:
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9 *
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10 * * Redistributions of source code must retain the above copyright notice,
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11 * this list of conditions and the following disclaimer.
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12 * * Redistributions in binary form must reproduce the above copyright notice,
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13 * this list of conditions and the following disclaimer in the documentation
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14 * and/or other materials provided with the distribution.
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15 * * Neither the name of the polygonal nor the names of its contributors may be
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16 * used to endorse or promote products derived from this software without specific
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17 * prior written permission.
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18 *
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19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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20 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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21 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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22 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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23 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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24 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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25 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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26 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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27 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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28 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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29 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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30 */
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31 module openmelee.ai.human;
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32
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33 import xf.hybrid.Event;
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34 import xf.input.KeySym;
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35
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36 import openmelee.ships.ship;
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37 import openmelee.melee.melee : Melee;
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38
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39 class Human
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40 {
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41 Melee melee;
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42 Ship ship;
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43
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44 this(Ship ship, Melee melee) {
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45 this.melee = melee;
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46 this.ship = ship;
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47 }
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48
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49 EventHandling onClick(MouseButtonEvent e) {
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50 return EventHandling.Stop;
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51 }
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52
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53 EventHandling onKey(KeyboardEvent e) {
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54 // Key pressed
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55 if (e.down) {
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56 switch (e.keySym) {
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57 case KeySym.space:
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58 drawAABBs = !drawAABBs;
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59 break;
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60 case KeySym.Escape:
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61 quit = true;
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62 break;
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63 case KeySym.Up:
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64 thrust = true;
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65 break;
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66 case KeySym.Left:
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67 ship.turnLeft();
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68 break;
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69 case KeySym.Right:
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70 ship.turnRight();
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71 break;
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72 case KeySym.Down:
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73 break;
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74 case KeySym.Delete:
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75 melee.ship2.explode();
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76 melee.objectList.remove(melee.ship2);
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77 melee.world.destroyBody(melee.ship2.rBody);
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78 melee.ship2 = null;
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79 melee.draw.ship2 = null;
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80 melee.ai.ship = null;
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81 default:
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82 break;
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83 }
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84 // Key released
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85 } else {
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86 if(e.keySym == KeySym.Up) {
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87 thrust = false;
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88 } else if (e.keySym == KeySym.Left || e.keySym == KeySym.Right) {
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89 ship.rBody.angularVelocity = 0.0f;
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90 }
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91 }
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92 return EventHandling.Stop;
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93 }
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94
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95 // Mouse move
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96 EventHandling onMove(MouseMoveEvent e) {
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97 return EventHandling.Stop;
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98 }
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99
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100 EventHandling onDT(TimeUpdateEvent e){
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101 return EventHandling.Continue;
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102 }
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103
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104 EventHandling onMouseEnter(MouseEnterEvent e) {
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105 return EventHandling.Continue;
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106 }
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107
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108 EventHandling onMouseLeave(MouseLeaveEvent e) {
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109 return EventHandling.Continue;
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110 }
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111
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112 bool quit;
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113 bool thrust;
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114 bool drawAABBs;
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115 }
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