private class KeyInputHandler extends KeyAdapter
{
/** The number of key presses we've had while waiting for an "any key" press */
private int pressCount = 1;
/**
* Notification from AWT that a key has been pressed. Note that
* a key being pressed is equal to being pushed down but *NOT*
* released. Thats where keyTyped() comes in.
*
* @param e The details of the key that was pressed
*/
public void keyPressed(KeyEvent e)
{
// if we're waiting for an "any key" typed then we don't
// want to do anything with just a "press"
if (e.getKeyCode() == KeyEvent.VK_LEFT)
{
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
{
}
if (e.getKeyCode() == KeyEvent.VK_SPACE)
{
}
}
/**
* Notification from AWT that a key has been released.
*
* @param e The details of the key that was released
*/
public void keyReleased(KeyEvent e)
{
if (e.getKeyCode() == KeyEvent.VK_LEFT)
{
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT)
{
}
if (e.getKeyCode() == KeyEvent.VK_SPACE)
{
}
}
/**
* Notification from AWT that a key has been typed. Note that
* typing a key means to both press and then release it.
*
* @param e The details of the key that was typed.
*/
public void keyTyped(KeyEvent e)
{
// if we hit escape, then quit the game
if (e.getKeyChar() == 27)
{
System.exit(0);
}
}
}