Hi, I have began rewriting input management in a cleaner way but I am currently in front of a problem.
First of all, let's speak about the game loop to understand! The game loop has 3 states: - PLAYING : the player is currently playing. - HAS_PLAYED : the player has finished to use the weapon, he has nearly still 3 seconds to move. - END_TURN : small pause before giving hand to the next player. So, in normal case, the player should have right to use playing keys only during PLAYING and HAS_PLAYED states. Moreover he will control the weapon only in PLAYING state. Ok, but in reality, it is more complicated :-/ The state END_TURN finishes only when there is no more moving objects and that the active character weapon is no more "active". What means "active"? For a weapon with projectile, the weapon is active as long as the projectile exists (has not exploded) There is a problem with supertux in that way. Because, "logically" to make supertux working, we should allow to control it during END_TURN state... I think it is quite awful... if you have any idea ? Bye, Matt (gentildemon) _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev