Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/noosa/Scene.java
Evan Debenham 08a719ffe2 v0.8.0: fixes/tweaks:
- damage numbers now appear where a sprite is arriving if it is moving
- blob emitters can now have a defined bound within a cell
- tweaked hero level exit/entrance behaviour
- refactored game actions that are defined in GameAction.java
2020-01-18 11:52:35 -05:00

80 lines
1.8 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2019 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.noosa;
import com.watabou.input.GameAction;
import com.watabou.input.KeyBindings;
import com.watabou.input.KeyEvent;
import com.watabou.utils.Signal;
public class Scene extends Group {
private Signal.Listener<KeyEvent> keyListener;
public void create() {
KeyEvent.addKeyListener( keyListener = new Signal.Listener<KeyEvent>() {
@Override
public boolean onSignal( KeyEvent event ) {
if (Game.instance != null && event.pressed) {
if (KeyBindings.getActionForKey( event ) == GameAction.BACK){
onBackPressed();
}
}
return false;
}
} );
}
@Override
public void destroy() {
KeyEvent.removeKeyListener( keyListener );
super.destroy();
}
public void onPause() {
}
public void onResume(){
}
public static boolean landscape(){
return Game.width > Game.height;
}
@Override
public void update() {
super.update();
}
@Override
public Camera camera() {
return Camera.main;
}
protected void onBackPressed() {
Game.instance.finish();
}
}