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  Customize controls  (Read 974 times)
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Offline f.l.x

Senior Member


Projects: 3


there is no place like 127.0.0.1


« Posted 2005-09-07 16:26:08 »

Let's see

I have had my input handled for a midp1 game more or less like...
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   protected void keyPressed(int keycode) {//TODO poner en funcion de controles definidos
     switch(keycode){
         case -1:
            joy_map = joy_map | 1;
            break;
         case -2:
            joy_map = joy_map | 2;
            break;
         case -3:
            joy_map = joy_map | 4;
            break;
         case -4:
            joy_map = joy_map | 8;
            break;
      }
   }


but with larger switch blocks.

I want to make the controls customizable, so the player can define his own way to interact with the game and to bypass the odd keycode changes for the cursor / joystick / whatever depending on the manufacturer of the handset.

I used to define an int[] teclas with the mapping of all the keys, but as long as case expressions can only contain final + static values i had to rely on long if-else blocks, which are slower than switch ones:
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protected void keyPressed(int keycode) {
      if(Juego.teclas[Juego.CUR_UP] == keycode){
         joystick = joystick | 1;
      }else if(Juego.teclas[Juego.CUR_DWN] == keycode){
         joystick = joystick | 2;
      }else if(Juego.teclas[Juego.CUR_LFT] == keycode){
         joystick = joystick | 4;
      }else if(Juego.teclas[Juego.CUR_RGT] == keycode){
         joystick = joystick | 8;
      }else if(Juego.teclas[Juego.CUR_CEN] == keycode){
         joystick = joystick | 16;
      }
etc...
}


Is there a way to map the control to constant values or will i have to rely on if-else blocks?


thanks  Wink

Litterarum radices amaras, fructus dulces
http://flx.proyectoanonimo.com
figth spam!
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