com.badlogic.gdx.Input.isKeyPressed()方法的使用及代码示例

x33g5p2x  于2022-01-21 转载在 其他  
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本文整理了Java中com.badlogic.gdx.Input.isKeyPressed()方法的一些代码示例,展示了Input.isKeyPressed()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Input.isKeyPressed()方法的具体详情如下:
包路径:com.badlogic.gdx.Input
类名称:Input
方法名:isKeyPressed

Input.isKeyPressed介绍

[英]Returns whether the key is pressed.
[中]返回是否按下该键。

代码示例

代码示例来源:origin: libgdx/libgdx

static public boolean ctrl () {
  if (isMac)
    return Gdx.input.isKeyPressed(Keys.SYM);
  else
    return Gdx.input.isKeyPressed(Keys.CONTROL_LEFT) || Gdx.input.isKeyPressed(Keys.CONTROL_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean ctrl () {
  if (isMac)
    return Gdx.input.isKeyPressed(Keys.SYM);
  else
    return Gdx.input.isKeyPressed(Keys.CONTROL_LEFT) || Gdx.input.isKeyPressed(Keys.CONTROL_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean ctrl () {
  if (isMac)
    return Gdx.input.isKeyPressed(Keys.SYM);
  else
    return Gdx.input.isKeyPressed(Keys.CONTROL_LEFT) || Gdx.input.isKeyPressed(Keys.CONTROL_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean ctrl () {
  if (isMac)
    return Gdx.input.isKeyPressed(Keys.SYM);
  else
    return Gdx.input.isKeyPressed(Keys.CONTROL_LEFT) || Gdx.input.isKeyPressed(Keys.CONTROL_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

@Override
public boolean isKeyPressed (int key) {
  return input.isKeyPressed(key);
}

代码示例来源:origin: libgdx/libgdx

static public boolean alt () {
  return Gdx.input.isKeyPressed(Keys.ALT_LEFT) || Gdx.input.isKeyPressed(Keys.ALT_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean alt () {
  return Gdx.input.isKeyPressed(Keys.ALT_LEFT) || Gdx.input.isKeyPressed(Keys.ALT_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean shift () {
  return Gdx.input.isKeyPressed(Keys.SHIFT_LEFT) || Gdx.input.isKeyPressed(Keys.SHIFT_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean alt () {
  return Gdx.input.isKeyPressed(Keys.ALT_LEFT) || Gdx.input.isKeyPressed(Keys.ALT_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean shift () {
  return Gdx.input.isKeyPressed(Keys.SHIFT_LEFT) || Gdx.input.isKeyPressed(Keys.SHIFT_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean shift () {
  return Gdx.input.isKeyPressed(Keys.SHIFT_LEFT) || Gdx.input.isKeyPressed(Keys.SHIFT_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean shift () {
  return Gdx.input.isKeyPressed(Keys.SHIFT_LEFT) || Gdx.input.isKeyPressed(Keys.SHIFT_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

static public boolean alt () {
  return Gdx.input.isKeyPressed(Keys.ALT_LEFT) || Gdx.input.isKeyPressed(Keys.ALT_RIGHT);
}

代码示例来源:origin: libgdx/libgdx

public boolean scrolled (int amount) {
  if (!Gdx.input.isKeyPressed(Keys.CONTROL_LEFT)) return false;
  duration -= amount / 15f;
  duration = MathUtils.clamp(duration, 0, Float.POSITIVE_INFINITY);
  return true;
}

代码示例来源:origin: libgdx/libgdx

@Override
public void update () {
  // If the left or right key is pressed, rotate the character and update its physics update accordingly.
  if (Gdx.input.isKeyPressed(Keys.LEFT)) {
    characterTransform.rotate(0, 1, 0, 5f);
    ghostObject.setWorldTransform(characterTransform);
  }
  if (Gdx.input.isKeyPressed(Keys.RIGHT)) {
    characterTransform.rotate(0, 1, 0, -5f);
    ghostObject.setWorldTransform(characterTransform);
  }
  // Fetch which direction the character is facing now
  characterDirection.set(-1,0,0).rot(characterTransform).nor();
  // Set the walking direction accordingly (either forward or backward)
  walkDirection.set(0,0,0);
  if (Gdx.input.isKeyPressed(Keys.UP))
    walkDirection.add(characterDirection);
  if (Gdx.input.isKeyPressed(Keys.DOWN))
    walkDirection.add(-characterDirection.x, -characterDirection.y, -characterDirection.z);
  walkDirection.scl(4f * Gdx.graphics.getDeltaTime());
  // And update the character controller
  characterController.setWalkDirection(walkDirection);
  // Now we can update the world as normally
  super.update();
  // And fetch the new transformation of the character (this will make the model be rendered correctly)
  ghostObject.getWorldTransform(characterTransform);
}

代码示例来源:origin: libgdx/libgdx

boolean calculatePositionAndValue (float x, float y) {
  final SliderStyle style = getStyle();
  final Drawable knob = getKnobDrawable();
  final Drawable bg = (disabled && style.disabledBackground != null) ? style.disabledBackground : style.background;
  float value;
  float oldPosition = position;
  final float min = getMinValue();
  final float max = getMaxValue();
  if (vertical) {
    float height = getHeight() - bg.getTopHeight() - bg.getBottomHeight();
    float knobHeight = knob == null ? 0 : knob.getMinHeight();
    position = y - bg.getBottomHeight() - knobHeight * 0.5f;
    value = min + (max - min) * visualInterpolationInverse.apply(position / (height - knobHeight));
    position = Math.max(Math.min(0, bg.getBottomHeight()), position);
    position = Math.min(height - knobHeight, position);
  } else {
    float width = getWidth() - bg.getLeftWidth() - bg.getRightWidth();
    float knobWidth = knob == null ? 0 : knob.getMinWidth();
    position = x - bg.getLeftWidth() - knobWidth * 0.5f;
    value = min + (max - min) * visualInterpolationInverse.apply(position / (width - knobWidth));
    position = Math.max(Math.min(0, bg.getLeftWidth()), position);
    position = Math.min(width - knobWidth, position);
  }
  float oldValue = value;
  if (!Gdx.input.isKeyPressed(Keys.SHIFT_LEFT) && !Gdx.input.isKeyPressed(Keys.SHIFT_RIGHT)) value = snap(value);
  boolean valueSet = setValue(value);
  if (value == oldValue) position = oldPosition;
  return valueSet;
}

代码示例来源:origin: libgdx/libgdx

boolean calculatePositionAndValue (float x, float y) {
  final SliderStyle style = getStyle();
  final Drawable knob = getKnobDrawable();
  final Drawable bg = (disabled && style.disabledBackground != null) ? style.disabledBackground : style.background;
  float value;
  float oldPosition = position;
  final float min = getMinValue();
  final float max = getMaxValue();
  if (vertical) {
    float height = getHeight() - bg.getTopHeight() - bg.getBottomHeight();
    float knobHeight = knob == null ? 0 : knob.getMinHeight();
    position = y - bg.getBottomHeight() - knobHeight * 0.5f;
    value = min + (max - min) * visualInterpolationInverse.apply(position / (height - knobHeight));
    position = Math.max(Math.min(0, bg.getBottomHeight()), position);
    position = Math.min(height - knobHeight, position);
  } else {
    float width = getWidth() - bg.getLeftWidth() - bg.getRightWidth();
    float knobWidth = knob == null ? 0 : knob.getMinWidth();
    position = x - bg.getLeftWidth() - knobWidth * 0.5f;
    value = min + (max - min) * visualInterpolationInverse.apply(position / (width - knobWidth));
    position = Math.max(Math.min(0, bg.getLeftWidth()), position);
    position = Math.min(width - knobWidth, position);
  }
  float oldValue = value;
  if (!Gdx.input.isKeyPressed(Keys.SHIFT_LEFT) && !Gdx.input.isKeyPressed(Keys.SHIFT_RIGHT)) value = snap(value);
  boolean valueSet = setValue(value);
  if (value == oldValue) position = oldPosition;
  return valueSet;
}

代码示例来源:origin: libgdx/libgdx

@Override
public void render () {
  Gdx.gl.glClearColor(0, 0, 0, 1f);
  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  viewport.apply();
  mapRenderer.setView(cam);
  mapRenderer.render();
  if (Gdx.input.isKeyPressed(Keys.ESCAPE)) {
    if (DELETE_DELETEME_FOLDER_ON_EXIT) {
      FileHandle deleteMeHandle = Gdx.files.local(MAP_PATH);
      deleteMeHandle.deleteDirectory();
    }
    dispose();
    Gdx.app.exit();
  }
}

代码示例来源:origin: libgdx/libgdx

@Override
public void render () {
  Gdx.gl.glClearColor(0, 0, 0, 1f);
  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  viewport.apply();
  mapRenderer.setView(cam);
  mapRenderer.render();
  if (Gdx.input.isKeyPressed(Keys.ESCAPE)) {
    if (DELETE_DELETEME_FOLDER_ON_EXIT) {
      FileHandle deleteMeHandle = Gdx.files.local(MAP_PATH);
      deleteMeHandle.deleteDirectory();
    }
    dispose();
    Gdx.app.exit();
  }
}

代码示例来源:origin: libgdx/libgdx

@Override
public void render () {
  GL20 gl = Gdx.gl20;
  gl.glClearColor(0, 0, 0, 0);
  gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
  gl.glEnable(GL20.GL_DEPTH_TEST);
  cam.update();
  modelBatch.begin(cam);
  int visible = 0;
  for (int i = 0; i < instances.length; i++) {
    instances[i].transform.getTranslation(pos);
    if (cam.frustum.sphereInFrustum(pos, 1)) {
      ((ColorAttribute)instances[i].materials.get(0).get(ColorAttribute.Diffuse)).color.set(Color.WHITE);
      visible++;
    } else {
      ((ColorAttribute)instances[i].materials.get(0).get(ColorAttribute.Diffuse)).color.set(Color.RED);
    }
    modelBatch.render(instances[i]);
  }
  modelBatch.end();
  if (Gdx.input.isKeyPressed(Keys.A)) cam.rotate(20 * Gdx.graphics.getDeltaTime(), 0, 1, 0);
  if (Gdx.input.isKeyPressed(Keys.D)) cam.rotate(-20 * Gdx.graphics.getDeltaTime(), 0, 1, 0);
  gl.glDisable(GL20.GL_DEPTH_TEST);
  batch.begin();
  font.draw(batch, "visible: " + visible + "/100" + ", fps: " + Gdx.graphics.getFramesPerSecond(), 0, 20);
  batch.end();
}

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