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)

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