-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Matthieu Fertré wrote: > 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 ?
The user can't use the keys to move while guiding supertux, so PLAYING seems to be a reasonable state until supertux is distroyed. HAS_PLAYED could be disabled if supertux is used, IMHO since repositioning can be done beforehand, so you have PLAYING -> END_TURN. Any issue with that? - -- Regards, EddyP ============================================= "Imagination is more important than knowledge" A.Einstein -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) iD8DBQFF1Dw2Y8Chqv3NRNoRAhcfAJ0fmG+1pXvP0HsMKn+re5gfJw+6jQCg4q1j GXw5MZd20qBAkLQqWI4pTpk= =vdRS -----END PGP SIGNATURE----- _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev