What is the best/easiest way to detect "TouchUp" using the GestureListener in libgdx. (In previous projects I used InputListener and this had TouchUp but no pan or fling).
All I need to do right now is set my MovingLeft or MovingRight booleans to False once the finger is lifted.
package com.moneylife.stashinvaders;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.input.GestureDetector;
import com.badlogic.gdx.math.Vector2;
public class Player {
Vector2 position;
Texture texture;
int speed = 500;
float deltaTime;
int screenWidth, screenHeight;
boolean MovingRight = false, MovingLeft = false;
public Player(int ScreenW, int ScreenH){
Gdx.input.setInputProcessor(new GestureDetector(new MyGestureDetector()));
texture = new Texture("bazookaman.png");
position = new Vector2(Gdx.graphics.getBackBufferWidth() / 2 - texture.getWidth() / 2, 0);
screenWidth = ScreenW;
screenHeight = ScreenH;
}
public void update(){
deltaTime = Gdx.graphics.getDeltaTime();
if (MovingRight){
position.x += speed * deltaTime;
}
if (MovingLeft){
position.x -= speed * deltaTime;
}
}
public void draw(SpriteBatch spriteBatch){
spriteBatch.draw(texture, position.x, position.y);
}
public class MyGestureDetector implements GestureDetector.GestureListener {
@Override
public boolean touchDown(float x, float y, int pointer, int button) {
if (x > position.x) {
MovingRight = true;
}
if (x < position.x){
MovingLeft = true;
}
return false;
}
@Override
public boolean tap(float x, float y, int count, int button) {
return false;
}
@Override
public boolean longPress(float x, float y) {
return false;
}
@Override
public boolean fling(float velocityX, float velocityY, int button) {
return false;
}
@Override
public boolean pan(float x, float y, float deltaX, float deltaY) {
return false;
}
@Override
public boolean panStop(float x, float y, int pointer, int button) {
MovingLeft = false;
MovingRight = false;
return false;
}
@Override
public boolean zoom(float initialDistance, float distance) {
return false;
}
@Override
public boolean pinch(Vector2 initialPointer1, Vector2 initialPointer2, Vector2 pointer1, Vector2 pointer2) {
return false;
}
@Override
public void pinchStop() {
}
}
}
This was a much simpler way for my basic needs in this project. It's called polling rather than using GestureListener (or inputprocessor) at all:
if (Gdx.input.isTouched()) {
if (Gdx.input.getX() > position.x) {
position.x += speed * deltaTime;
}
if (Gdx.input.getX() < position.x) {
position.x -= speed * deltaTime;
}
}
Works and player movement is seemless (excluding if the finger goes too near player, but i'm only experimenting here so not worried about that)