On Sunday, Oct 19, 2003, at 16:58 America/New_York, Joseph J. Strout
wrote:
At 4:41 PM -0400 10/19/03, Daniel Lurie wrote:
I had a game where the action ran at 8 fps. It was driven by a timer
going off every 8th of a second.
Unfortunately, this meant the keyboard was only being polled
8x/second which was too sluggish. So, now the keyboard polls as fast
as possible, but the game logic is only updated at 8fps. I have a
string property of the window that keeps track of what keys were hit
last.
Seems like a reasonable approach.
Every time the game logic goes off, it uses those last keypresses to
move the character. Then it empties the string. For some reason it
occasionally goes 2x in a particular direction. I don't know why this
should be.
That should be impossible given the way you've described how it works.
I would suggest looking into this more deeply. Since using the
debugger here is likely to screw things up (due to timing issues), I'd
suggest logging instead -- print out exactly what your key string is
on each frame, and what your code is doing about it.
How are you detecting the keys? Using the Keyboard class, or the
KeyDown event?
HTH,
- Joe
The timer calls keyboard.asynckeydown()
I am perplexed as all hell.
============
Daniel R. Lurie
============
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