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
> >
> >
>

Reply via email to