realbasic-games
[Top] [All Lists]

<no subject>

To: <realbasic-games at lists dot realsoftware dot com>
Subject: <no subject>
From: Michael Rebar <mrebar at darkwing dot uoregon dot edu>
Date: Mon, 08 Nov 2004 13:41:35 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
At 12:16 PM -0800 11/8/04, Michael Rebar wrote:

>>Is this the best strategy for continually accessing game pad input...?

>Definitely not. WaitForElement is intended for *configuring* your input
devices. You use it in the "Input Options"
>dialog or screen or whatever, to let the user choose what buttons, switches,
sliders, or whatnot they want to bind to
>the various functions of your game.

>While the game is running, you should never WaitForElement. Simply check the
status of the elements you've
>already collected. And I don't see that a thread is needed for that; just do it
on each frame of your game.

>Best,
>- Joe

Thanks Joe & Rasmus,

Making more sense (re: configuring game pad)...

I¹m not using frames...

Should I use a timer & check element status, a thread, or some other
strategy? Asked another way, what events should fire when a user presses a
gamepad button? I¹m not seeing any fire.

(I downloaded the Space Spuds source. It won¹t compile & won¹t reinstall.
I¹ll write to Seth.)

Michael
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://www.realsoftware.com/listarchives/lists.html>

<Prev in Thread] Current Thread [Next in Thread>