using Godot;
///
/// Esquema de controles principal do jogo.
///
public partial class MainGameInputHandler : BaseInputHandler {
private static readonly Godot.Collections.Dictionary directions = new()
{
{"walk-up", Vector2I.Up},
{"walk-down", Vector2I.Down},
{"walk-left", Vector2I.Left},
{"walk-right", Vector2I.Right},
{"walk-up-right", Vector2I.Up + Vector2I.Right},
{"walk-up-left", Vector2I.Up + Vector2I.Left},
{"walk-down-right", Vector2I.Down + Vector2I.Right},
{"walk-down-left", Vector2I.Down + Vector2I.Left},
};
public override Action GetAction(Player player) {
Action action = null;
if (player.IsAlive) {
foreach (var direction in directions) {
if (Input.IsActionJustPressed(direction.Key)) {
action = new BumpAction(player, direction.Value);
}
}
if (Input.IsActionJustPressed("open-inventory")) {
GetParent().SetInputHandler(InputHandlers.Inventory);
}
if (Input.IsActionJustPressed("pick-item")) {
GetParent().SetInputHandler(InputHandlers.Pickup);
}
if (Input.IsActionJustPressed("inspect")) {
GetParent().SetInputHandler(InputHandlers.Inspect);
}
if (Input.IsActionJustPressed("skip-turn")) {
action = new WaitAction(player);
}
}
return action;
}
}