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
>
>

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