Mercurial > projects > openmelee
diff ai/human.d @ 27:d63faa81a5e4
removed Dog, added derelict and glfw
author | zzzzrrr <mason.green@gmail.com> |
---|---|
date | Mon, 30 Mar 2009 12:41:29 -0400 |
parents | 88cca12cc8b9 |
children |
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--- a/ai/human.d Fri Mar 27 19:26:01 2009 -0400 +++ b/ai/human.d Mon Mar 30 12:41:29 2009 -0400 @@ -30,11 +30,9 @@ */ module openmelee.ai.human; -import xf.hybrid.Event; -import xf.input.KeySym; - -import openmelee.ships.ship; +import openmelee.ships.ship : Ship; import openmelee.melee.melee : Melee; +import openmelee.glfw.glfw; class Human { @@ -46,67 +44,45 @@ this.ship = ship; } - EventHandling onClick(MouseButtonEvent e) { - return EventHandling.Stop; - } - - EventHandling onKey(KeyboardEvent e) { + void onKey(int key, int state) { // Key pressed - if (e.down) { - switch (e.keySym) { - case KeySym.space: + if (state == 257 || state == 1) { + switch (key) { + case GLFW_KEY_SPACE: drawAABBs = !drawAABBs; break; - case KeySym.Escape: + case GLFW_KEY_ESC: quit = true; break; - case KeySym.Up: + case GLFW_KEY_UP: thrust = true; break; - case KeySym.Left: + case GLFW_KEY_LEFT: ship.turnLeft(); break; - case KeySym.Right: + case GLFW_KEY_RIGHT: ship.turnRight(); break; - case KeySym.Down: + case GLFW_KEY_DOWN: break; - case KeySym.Delete: + case GLFW_KEY_DEL: melee.ship2.explode(); melee.objectList.remove(melee.ship2); melee.world.destroyBody(melee.ship2.rBody); melee.ship2 = null; - melee.draw.ship2 = null; + melee.render.ship2 = null; melee.ai.ship = null; default: break; } // Key released } else { - if(e.keySym == KeySym.Up) { + if(key == GLFW_KEY_UP) { thrust = false; - } else if (e.keySym == KeySym.Left || e.keySym == KeySym.Right) { + } else if (key == GLFW_KEY_LEFT || key == GLFW_KEY_RIGHT) { ship.rBody.angularVelocity = 0.0f; } } - return EventHandling.Stop; - } - - // Mouse move - EventHandling onMove(MouseMoveEvent e) { - return EventHandling.Stop; - } - - EventHandling onDT(TimeUpdateEvent e){ - return EventHandling.Continue; - } - - EventHandling onMouseEnter(MouseEnterEvent e) { - return EventHandling.Continue; - } - - EventHandling onMouseLeave(MouseLeaveEvent e) { - return EventHandling.Continue; } bool quit;