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Using keyboard all over the place |
kebapmanager
Member #14,863
January 2013
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I am currently doing collision ,and I need to chechk if any of keys on keyboard is pressed at that moment ( bassicly , if it is I stop chechking my collision since I dont know better way to handle my collision) , but since this part of code is out of "main" I cant use those " keys[RIGHT]" variables if I can call them that way. Could anyone give me better solution then making one global boolean variable to chechk this . |
DanielH
Member #934
January 2001
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You can get the keyboard status at anytime. Are you using Allegro 4 or 5? //In allegro 4, if ( key[ ... ] ) ... //In allegro 5 ALLEGRO_KEYBOARD_STATE kbdstate; al_get_keyboard_state( &kbdstate ); if ( al_key_down( &kbdstate, ... ) ) ...
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l j
Member #10,584
January 2009
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I see no good reason to depend on the user input while handling collisions.
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kebapmanager
Member #14,863
January 2013
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I am using allegro 5 , tnx for that it was really dumb for me , but I forgot that was possible ... Yes I know its really dumb to make your collision keyboard dependete , but I ahd huge issues on handling collision , like I dont know what to do once collision is detected , so I just started using some random things , and I got it working .... ( I am not satisfied with is , but after a month of trying to get it work properly ,I dont even care anymore ... just to have it working .. :/ ) |
l j
Member #10,584
January 2009
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Just keep track of the direction your entity is moving or the previous position. That ought to help resolving collisions.
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kebapmanager
Member #14,863
January 2013
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Yes I know , but Wht should I do when collision happens? , set speed to 0 ? or just set players cordinates? |
LennyLen
Member #5,313
December 2004
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kebapmanager said: but Wht should I do when collision happens? , set speed to 0 ? or just set players cordinates? We can't answer that question because we don't know what sort of collision detection you are doing, or what you are trying to achieve.
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kebapmanager
Member #14,863
January 2013
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Well its just simple super mario stlye collision , its a platformer game so you get the idea what I want :/ |
ph03nix
Member #15,028
April 2013
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It's an involved process to explain how to program mario style collisions, even though it's relatively simple. I suggest you read a tutorial like this one. It's written for flash, but the logic remains the same. |
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