Мой предпочтительный метод - использовать InputController, который хранит все стандартные ключи, готовые к проверке.
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.math.Vector2;
public class KeyboardController implements InputProcessor {
public boolean left,right,up,down;
public boolean isMouse1Down, isMouse2Down,isMouse3Down;
public boolean isDragged;
public Vector2 mouseLocation = new Vector2(0,0);
@Override
public boolean keyDown(int keycode) {
boolean keyProcessed = false;
switch (keycode) // switch code base on the variable keycode
{
case Keys.LEFT: // if keycode is the same as Keys.LEFT a.k.a 21
left = true; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.RIGHT: // if keycode is the same as Keys.LEFT a.k.a 22
right = true; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.UP: // if keycode is the same as Keys.LEFT a.k.a 19
up = true; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.DOWN: // if keycode is the same as Keys.LEFT a.k.a 20
down = true; // do this
keyProcessed = true; // we have reacted to a keypress
}
return keyProcessed; // return our peyProcessed flag
}
@Override
public boolean keyUp(int keycode) {
boolean keyProcessed = false;
switch (keycode) // switch code base on the variable keycode
{
case Keys.LEFT: // if keycode is the same as Keys.LEFT a.k.a 21
left = false; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.RIGHT: // if keycode is the same as Keys.LEFT a.k.a 22
right = false; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.UP: // if keycode is the same as Keys.LEFT a.k.a 19
up = false; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.DOWN: // if keycode is the same as Keys.LEFT a.k.a 20
down = false; // do this
keyProcessed = true; // we have reacted to a keypress
}
return keyProcessed; // return our peyProcessed flag
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
if(button == 0){
isMouse1Down = true;
}else if(button == 1){
isMouse2Down = true;
}else if(button == 2){
isMouse3Down = true;
}
mouseLocation.x = screenX;
mouseLocation.y = screenY;
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
isDragged = false;
//System.out.println(button);
if(button == 0){
isMouse1Down = false;
}else if(button == 1){
isMouse2Down = false;
}else if(button == 2){
isMouse3Down = false;
}
mouseLocation.x = screenX;
mouseLocation.y = screenY;
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
isDragged = true;
mouseLocation.x = screenX;
mouseLocation.y = screenY;
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
mouseLocation.x = screenX;
mouseLocation.y = screenY;
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}
Тогда все, что мне нужно сделать, это сделать KeyboardController в методе create вашей игры с
controller = new KeyboardController();
Затем скажите GDX использовать его для прослушивания событий
Gdx.input.setInputProcessor(controller);
Наконец, если я хочу проверить, нажата ли клавиша, я могу перейти
if(controller.left){
player.x -= 1;
}