albert.liou Posted September 14, 2011 Share Posted September 14, 2011 Hi everyone~~ there are CONTROLS_STATE_AUX_0~CONTROLS_STATE_AUX_F in "Controls" class but i don't know what's the purposes of these state ... how to use it ? Link to comment
manguste Posted September 16, 2011 Share Posted September 16, 2011 These are 16 empty states you can map to whatever controls you need for your game. For example, besides the already defined CONTROLS_STATE_FIRE for firing or CONTROLS_STATE_USE for using the item, you might want to open the item inventory when "i" key is pressed on the keyboard. For that, you will need to use CONTROLS_STATE_AUX_0. /* */ void init_controls() { // Check if the key is pressed and update the state of the specified control. // You can use both 'i' or ASCII code (105). engine.controls.setStateKey(CONTROLS_STATE_AUX_0,'i'); } int inventory_toggled = false; /* */ // Implement your game logic for showing or hiding item inventory. void update_game_logic() { // If the control state is positive (the key has been pressed), toggle item // inventory on and off. if(engine.controls.getState(CONTROLS_STATE_AUX_0)) { inventory_toggled = !inventory_toggled; } } /* */ int init() { init_controls(); } /* */ // Update controls each frame according to the user input. int update() { update_game_logic(); } Link to comment
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