Event is action that is usually happenes "outside" of main program thread, but handled inside of it.

learn more… | top users | synonyms

2
votes
0answers
41 views

Dialog/event system in Java/libGDX

I hope that I'm posting this correctly as I'm new to the site, feel free to correct me if I'm in the wrong spot. As for my issue: I'm working on an 2D side-scrolling platformer game in libGDX, and ...
2
votes
1answer
67 views

Is OnMouseUp()'s behavior intended?

Version: Unity3D 4.6.2f1 I have a grid of tiles (Cube GameObjects with a Tile script attached). They are positioned at their index location [x][y] = (x, y, z=0) World Coordinates. Below, I try to ...
2
votes
2answers
607 views

Event Driven Behavior Tree: deterministic traversal order with parallel

I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior ...
2
votes
1answer
769 views

LibGDX Scene2D event handling and bounding box relative to the center of a TextureRegion

I'm experimenting with Scene2D to see if it fits fot the game I want to develop. Say I have an Actor with the origin in the center of its TextureRegion. My setup method contains this code: float ...
2
votes
1answer
2k views

Input events slow on unity Update function

I have this running on the Update() on Unity. I am trying to create a page swipe feature on my game, but the problem is there is a half second delay when printing "dragging" to "end drag" when I ...
2
votes
1answer
373 views

Handling game logic events by behavior components

My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { ...
2
votes
1answer
94 views

How to apply effects that occur (or change) over time to characters in a game?

So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { ...
1
vote
4answers
3k views

SDL - Getting a single keypress event instead of a keystate?

Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I ...
1
vote
2answers
369 views

what is the best way to use loops to detect events while the main loop is running?

I am making an "game" that has pathfinding using pygame. I am using Astar algo. I have a main loop which draws the whole map. In the loop I check for events. If user press "enter" or "space", random ...
1
vote
4answers
1k views

How do I respond to keyboard events which occur between polling?

In my games update loop, which happens on a fixed timestep of 30 times per second, I am checking the current state of several keys to determine how to move the player. For example: ...
1
vote
2answers
312 views

Coding Dynamic Events?

I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at ...
1
vote
3answers
1k views

Efficiently checking input and firing events

I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events: internal ...
1
vote
3answers
4k views

How to create / draw clickable object (such as Button in WinForm) in XNA WP8?

I am developing a 2D (No 3D in every aspect) Windows Phone 8 turn based tactical games for my college project. I use Monogame. I want to draw an object similar to Button in windows form, that if the ...
1
vote
1answer
1k views

Using Event Driven Programming in games, when is it beneficial?

I am doing a refresher on ActionScript 3. Other than using rudimentary tools like, Event.ENTER_FRAME and using events to receive input from the user's mouse and keyboard, I find that I rarely use ...
1
vote
1answer
146 views

How can I throttle certain player actions?

Background I have a variable time step, component based game, with components that collectively hold an entity's properties and different systems that act on entities with certain required ...
1
vote
3answers
893 views

create an event for every enum value (game action handeling)

I'm currently working on creating an input-action system for my game. I simply wanted an easy way to map an ingame action to a certain key. I've managed to do so with the following method: Create a ...
1
vote
2answers
530 views

Problems with Creating Snake's Clone on Java

I'm creating Snake's clone. My app have too classes: Snake.java and Board.java. Right now I have three problems: 1) There are two constants - BOARDS_WIDTH, BOARDS_HEIGHT. They are meant to be ...
1
vote
1answer
227 views

How can I play an animation in response to an event?

I've written a script to play an animation, but it starts immediately as my level loads. Instead, I want it only to start when triggered by some event or after a given timeout. How can I do this?
1
vote
1answer
298 views

Unit selection - logic & screen communication

I'm building a game using SFML, with disconnected logic & screen systems that run on different threads and communicate through synchronised buffers. Now, this system worked perfectly well when I ...
1
vote
2answers
951 views

Flash Custom Events

I am working on a Flash Tower Defense game. I have a main game loop which is an eventListener for each frame. Whenever you gain money or lose a life, I want the GameUI to be updated to display this ...
1
vote
1answer
81 views

Event-/Input system with SFML: Cannot move diagonally in 2D

I am a beginner in anything with game development. I written a small prototype in which i can move a square around with the arrow keys. For that i use SFML. At the moment i experiment around with my ...
1
vote
1answer
161 views

Responding to mouse input on game objects

I'm trying to make a simple button in unity using a cube. My plan is for when the cube is highlighted that it will move towards the camera and be highlighted in a specific color and then when it is ...
1
vote
1answer
202 views

Andengine onAreaTouched TouchEvent not working - ACTION_OUTSIDE & ACTION_CANCEL

I have a simple problem. I have a button on the screen. I want isActionDown to push the button down, and isActionUp to push the button back up again and make my character jump. But the problem is if I ...
1
vote
1answer
124 views

How do I best solve multiple component modifications via a single event?

I'm trying to solve multiple component modifications via a single event. Is there a better way of handling this? I have an a label entity that cares about when a shield entity's hitpoints component ...
1
vote
1answer
208 views

Is the Key Bindings delay unavoidable in Java when pressing different directional keys quickly?

I've read just about every tutorial I can on why to use Key Bindings instead of implementing the KeyListener interface, including all the examples that show using a field to track the key event ...
1
vote
2answers
296 views

Events Driven Library XNA C#

Language: C# w/ XNA Framework Relevant and Hopefully Helpful Background Info: I am making a library using the XNA framework for games I make with XNA. The Library has a folder(Namespace) dedication ...
1
vote
1answer
661 views

User input in game loop

I am building a simple multi-player fly-around-a-3D-world game in Javascript/webGL/websocket (Chrome, Firefox mostly). How should I handle and process user input? My preliminary design (untested) is ...
1
vote
2answers
51 views

Runtime Error dealing with SDL_Events

I do not know if this is the best way to handle these SDL_Events, but I am attempting to create a very abstract and generic code that will update my Game Object. Basicly I have a Scene which in my ...
1
vote
1answer
114 views

Programming game logic outside the game loop

Is there any way I can program (in Java or Python, but open to other solutions) some game logic based on events, timed and sent by player input, without dealing with it inside the game loop, by having ...
1
vote
0answers
81 views

How do I manually submit a new UI InputField in code?

I need some conditions for submitting the text inside of an Inputfield, however I cannot find a way to do this via code. I was expecting something simple like with WPF or WinForms, but I cannot find ...
1
vote
1answer
156 views

Event handling on own UI implementation in XNA

I´m creating a game in XNA with my own UI and its controls/components. Currently I have some problems with the event handling. Let me tell me the way I do it right now. Every object is handles as a ...
1
vote
0answers
87 views

Collision detection code style [closed]

Not only there are two useful broad-phase algorithms and a lot of useful narrowphase algorithms, there are also multiple code styles. Arrays vs. calling Make an array of broadphase checks, then ...
1
vote
0answers
574 views

Corona sdk events dispatched with dispatchEvent() are handled directly upon call. Why so? [closed]

I noticed to my surprise that an event created with dispatchEvent(event) gets handled directly when called, and not together with other events at a specific phase of the frame loop. Two main reasons ...
1
vote
0answers
380 views

In a state machine, is it a good idea to separate states and transitions? [closed]

I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { ...
1
vote
0answers
171 views

Farseer Physics EndContact events don't fire for all registered delegates

Here's my situation: I have several objects that contain a body and a fixture. They are set to sensor = true; atmosphere = BodyFactory.CreateCircle(world, atmosphereRadius / Level.METER_IN_PIXELS, ...
0
votes
2answers
88 views

How to design parameters for events

I'm working on the event system for my engine, and have some trouble deciding what types of parameters my events should have to be both generic and specific at the same time. I want to be able to ...
0
votes
1answer
222 views

Implementing a Turn-Based Game with Windows API Window Messages

I'm trying to make a 2-player Connect 4 game, but I'm having trouble wrapping my head around some of the concepts related to incorporating event handlers while progressing with the game. On the one ...
0
votes
1answer
1k views

SDL mouse wheel not picking up

Running Ubuntu 11.04, SDL 1.2 trying to pickup mouse wheel up/down movement with this (stripped down) code: int main( int argc, char **argv ) { SDL_MouseButtonEvent *mousebutton = NULL; ...
0
votes
2answers
661 views

Is it possible to generate Events and Hooks in Lua for any game without built-in support?

Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the ...
0
votes
2answers
182 views

How do I trigger OnSelect() via the ISelectHandler in my class?

I'm trying to figure out how I can make a custom UI element identify when it has been selected or deselected. Classes such as Selectable inherit from the ISelectHandler and IDeselectHandler and their ...
0
votes
1answer
113 views

Event handling for Pressing only 4 keys on desktop

I want to poll only 4 keys i.e. Keys.LEFT, Keys.RIGHT, Keys.Up and Keys.Down in libGDX strictly. That means, I want to call render method, only when above 4 keys are pressed. I followed below link ...
0
votes
2answers
171 views

How can I efficiently update only the entities that matter in a given frame?

I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame ...
0
votes
2answers
125 views

How to design reward and points system?

There are few events in my game, like complete levels , complete puzzles , kill enemies and so on. Each such event will reward the player points and bonus powers. Now each "master" task (for example ...
0
votes
1answer
648 views

Am I doing this node.js game loop wrong?

I have 2 arrays of JSON objects, actions and game objects. At any time a user can make a request from the client which can add an action to the actions array. I have a setInterval(function(){ }, ...
0
votes
1answer
67 views

Missing keyup event

I have a pretty generic input class. In the main app, I forward an event to the game. The game an input object that manages Keyup and Keydown presses. It stores the keys pressed in a ...
0
votes
1answer
86 views

How to deal with events in a game with multiple players, in Unity?

As I'm developing our game I have asked myself a couple times "When we have more than 1 player, how will I ensure events from player A do not crossover to player B?" As an example, lets say player A ...
0
votes
1answer
105 views

Server Side : How to manage “delay” action/event like attacking?

at the moment I'm writing a game server, so I made an event "handler". I mean, if a player send to the server "I move" it fire a function, so I think I'm doing well at the moment. But there's a ...
0
votes
1answer
483 views

Why does this code to filter events with SDL not function properly?

According to the SDL2 wiki, SDL_SetEventFilter : Use this function to set up a filter to process all events before they change internal state and are posted to the internal event queue. ...
0
votes
2answers
224 views

How can I regulate update and event frequency?

I'm trying to create a small 2D RPG-type engine using C++, SDL/OpenGL and Tiled. My little demo looks very similar to a Pokemon or Zelda game. I was curious how to go about regulating FPS and how ...
0
votes
1answer
2k views

Keyboard and Mouse callbacks in GLUT

I'm using OpenGL via GLUT in Ubuntu. While writing text in a text editor, the first keystroke is printed immediately. But if we keep pressing the key, it waits for a moment and then prints a trail of ...