package core.controllers; import org.lwjgl.input.Keyboard; import org.magnos.entity.Control; import org.magnos.entity.Entity; import org.magnos.entity.vals.IntVal; import com.maceswinger.Components; import com.maceswinger.Vector2; import com.maceswinger.client.render.SpriteRenderer; import core.Core; public class ControlPlayer implements Control { @Override public void update(Entity e, Object updateState) { Vector2 velocity = e.get(Core.Components.velocity); Vector2 pos = e.get(Components.position); IntVal direction = e.get(Components.direction); if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)) Jump.jump(e, updateState, velocity); if (Keyboard.isKeyDown(Keyboard.KEY_X)) { //Attack.attack(e, updateState, direction); } if (Keyboard.isKeyDown(Keyboard.KEY_A)){ velocity.x -= 0.5f; direction.v = 0; } if (Keyboard.isKeyDown(Keyboard.KEY_D)) { velocity.x += 0.5f; direction.v = 1; } if (Keyboard.isKeyDown(Keyboard.KEY_E)) { // open inventory } SpriteRenderer.mainCamera.x = pos.x - 400 + 16; SpriteRenderer.mainCamera.y = pos.y - 300 + 16; } }