I\'m new to LibGdx, and have problem with input handling.
My player needs to shoot bullets whenever touch is down. But it seems that this method is called just once.
I have use Continuous Input handle
This is done by setting a flag to your actor eg:
public class Player{
private boolean firing = false;
private final Texture texture = new Texture(Gdx.files.internal("data/player.png"));
public void updateFiring(){
if (firing){
// Firing code here
Gdx.app.log(TAG, "Firing bullets");
}
}
public void setFiring(boolean f){
this.firing = f;
}
Texture getTexture(){
return this.texture;
}
}
Now in my Application class implementing InputProcessor
@Override
public void create() {
player= new Player();
batch = new SpriteBatch();
sprite = new Sprite(player.getTexture());
Gdx.input.setInputProcessor(this);
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
sprite.draw(batch);
// Update the firing state of the player
enemyJet.updateFiring();
batch.end();
}
@Override
public boolean keyDown(int keycode) {
switch (keycode){
case Input.Keys.SPACE:
Gdx.app.log(TAG, "Start firing");
player.setFiring(true);
}
return true;
}
@Override
public boolean keyUp(int keycode) {
switch (keycode){
case Input.Keys.SPACE:
Gdx.app.log(TAG, "Stop firing");
player.setFiring(false);
}
return true;
}
Done
Look into "polling" on the touch input, instead of getting Input events. So, in your render or update method, use something like this:
boolean activeTouch = false;
if (Gdx.input.isTouched(0)) {
if (activeTouch) {
// continuing a touch ...
} else {
// starting a new touch ..
activeTouch = true;
}
} else {
activeTouch = false;
}
I've succeeded to work this out, without pooling concept.
I have custom InputProccesor, int I've used similar logic like P.T. mentioned. I touchDown I start thread that shoots bullets and do some calculation, because I access to some methods from Renderer class I've to use
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
// process the result, e.g. add it to an Array<Result> field of the ApplicationListener.
shootBullet(screenX, screenY);
}
});
To avoid OpenGL context exception.
In touchUp method I cancel shooting thread.
Tnx for idea!