Oops, I forgot the SVN url. But for some reason it got removed because the svn client wasn't in my PATH (I forgot to install it since I'm running off of a LiveCD)
Oops. On 4/24/07, Charles Christie <[EMAIL PROTECTED]> wrote:
Kris: I did the typing part. Now I want to have a character that the person playing the game can move across the screen. Luke: Oh, I didn't know that. Good info. The svn url (for those of us that have SVN) is: And, abstracting the event processing away from the move function sounds like a great idea, and sounds more simple too. I'll give that a go right now. You guys are the best, for real. ;) On 4/24/07, Luke Paireepinart <[EMAIL PROTECTED]> wrote: > > Charles Christie wrote: > > So, I've finally gotten to the point where I want to make playable > > characters controllable. (took me long enough :P ) > > > > With that, I'd like to say I am very grateful to you. A few more > > questions and I'll be off your back... for this project, at least. ;) > > > > Now then, in my event cue I have it check for key presses. When the > > tab button is pressed, the game changes so that the textsprite class > > doesn't get any keypresses. The point of this was to make it so that > > the character could use buttons on the keyboard to move without > > negatively impacting their scores, and that they wouldn't move and > > type words at the same time. So, my dillema is this: > > > > I send the event.unicode to the move function, which makes the > > character move. However, I don't think I can use event.unicode to send > > > keyup events. So that means when the person presses the button to > > move, when they release the button they won't stop moving. That's a > > Very Bad Thing. If you want to see my (really badly written) code I > > can send it if you want it. > It's pretty simple, just add an extra parameter to move that's a boolean > state of that keypress. No reason you have to try to cram all the info > into one argument. > Alternatively, you could just send the event object (you can check if > it's a keypress before you send it so you don't waste time sending > mousemove events to your move function) and just get the event.type out > of the event object in your move function. > Another way would be to abstract the event processing away from the move > function (determining which key is mapped to which button, etc), and > just have the move take in 2 args: an x and a y to move it. Then if you > > need to move up or left, just pass in negative values. > HTH, > -Luke > >