I learned today that svn leaves a .svn directory in each working directory that has pretty much all of the information about it.
svn://commons.game-host.org:3670/TypeNine There's the svn directory, if anyone wants to take a look at it. On 4/24/07, Charles Christie <[EMAIL PROTECTED]> wrote:
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.typeout > > 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 > > > > >