0
votes
1answer
23 views

Checking whether a specific key was pressed in enchantJS

I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys). From this page ...
1
vote
3answers
60 views

Key Handling mechanics

I am new to game development and am working on my first game using OpenGL and C++. I have a game class which handles everything necessary in an update() function. Now i want to handle keyboard inputs. ...
1
vote
1answer
57 views

Multiple keypresses causing wierd results in SDL

I have been building a pong clone. I've been using a mixture of peoples different code to understand the way they structure their games as well as reading on game patterns. Currently I've gotten to ...
1
vote
1answer
66 views

How can I check for key releases between keyReleased callbacks?

Slick2D's Input class has a isKeyPressed() method that returns a boolean value according to whether the specified key has been pressed. I want to check if a key has been released in the same fashion. ...
0
votes
2answers
207 views

How can I access LWJGL's Keyboard from a thread other than the graphics thread?

I'm loving LWJGL, but have been running into a number of odd problems with it. Most of it seems to deal with the fact that OpenGL is a state-machine and was only ever meant to be accessed from a ...
2
votes
3answers
362 views

What are reasons for input polling vs. input events?

I noticed people use both - but is there any empirical evidence when it's better to use one over the other? This is related but not quite a 'why use either' or even 'why use both': Polling vs event ...
0
votes
2answers
2k views

Detecting key press only once in Libgdx [duplicate]

Have a question on keyboard inputs. Currently I am using this method to read my input, Gdx.input.isKeyPressed(Input.Keys.A), it is working fine. But I do realized at times there are multiple instances ...
1
vote
1answer
232 views

LWJGL Wait for key press in a single method

Currently I am implementing the possibility in my game to change the keyboard configuration. Therefor, I have a menu in which is a button for each action the player can do. If the player clicks on one ...
0
votes
1answer
278 views

Design question: How to handle input more efficiently?

I'm designing a system to handle the keyboard input for my game. To get it more simple, I have a class that has two methods, KeyUp and KeyDown which tell me which key has been pressed, this is already ...
2
votes
2answers
944 views

LWJGL multiple keyboard/mouse input checks

As in many game libraries such as LWJGL, you can check mouse/keyboard events with Mouse.isButtonDown or Keyboard.IsKeyDown. I want to check for button/key presses, not if it's currently pressed down ...
5
votes
1answer
2k views

How do I read input from multiple keyboards/mice on one computer?

I want to be able to read inputs from multiple keyboards and still differentiate them. It's for split-screen. I know it's possible, because Serious Sam 3 allows it. Edit : Well a whole lot of my ...
1
vote
1answer
72 views

Which key bindings to use for switchable primary and secondary attacks?

I am making a game in which the player can have a primary and secondary weapon (like an ability). These are my current planned key bindings: Action | Effect ----------------- Click | Shoot primary ...
2
votes
4answers
2k views

RPG movement holding down button

I've been writing a simple top down mini RPG in python. My problem is that when I move the player I have to repeatedly tap the arrow key. Each time I tap the key the player moves 5 PX in the ...
-1
votes
1answer
158 views

My ClanLib based Keyboard Manager not working [closed]

I created a simple Keyboard manager to detect whether buttons are currently pressed, or if where pressed in that frame. It seems like it should work, yet it seems to not read anything. Here is my ...
9
votes
1answer
673 views

Portable buffered keyboard input for XNA / MonoGame?

As a preliminary solution, I am currently using the Nuclex framework in an C#/XNA game project for buffered keyboard input. Sadly, nuclex relies on SlimDX.Directinput.dll and therefore to my knowledge ...
0
votes
4answers
387 views

Twin stick shooting with keyboard

In a top down shooting game, what alternatives are there for input if I want the direction of movement to be independent from the direction I'm shooting at? I'd like to avoid shooting with the mouse ...
1
vote
1answer
144 views

If statement causing xna sprites to draw frame by frame

I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I ...
1
vote
3answers
445 views

How can I make smoother upwards/downwards controls in pygame?

This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == ...
0
votes
1answer
197 views

Supporting Multiple Input Devices

I'm currently developing a PC game with the assistance of XNA and I'm integrating keyboard and gamepad control support. Up until now I've only supported gamepad control, and finding an elegant way to ...
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
2answers
242 views

What is a library for event-driven mouse and keyboard input in Java?

The title basically says it all. The only thing to take into consideration is it needs to be cross platform.
4
votes
3answers
2k views

How can I stop looking for keyboard input for a length of time?

I'm pretty new to programming, and even newer to C# and XNA. I currently call a method that looks for keyboard input in my Update method. This method has if statements for doing what needs to be done ...
6
votes
3answers
6k views

How do I simulate the mouse and keyboard using C# or C++?

I want to start develop for Kinect, but hardest theme for it - how to send keyboard and mouse input to any application. In previous question I got an advice to develop my own driver for this devices, ...
3
votes
2answers
947 views

Is there a universal method to send key or mouse input to any application from C#?

I need method or group of them to send signals to any application (browsers, games, et cetera) about mouse movement or key input. I can easly retrieve an IntPtr to any process, but I don't know what ...
8
votes
3answers
1k views

Key combinations on poll-based input

So assume you have an input system that is based on polling void update() { if( Keyboard[ 'A' ] ) // A is down } Say you want to be able to recognize 3 to 8 length key combinations ...
11
votes
5answers
4k views

Keyboard input system handling

Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm ...
9
votes
5answers
7k views

Handling keyboard and mouse input (Win API)

There is a number of ways to catch mouse or keyboard under Windows. So I tried some of them, but every of them has some advantages and drawbacks. I want to ask you: Which method do use? I've tried ...
2
votes
3answers
177 views

What determines which key combinations register in a Flash game?

Many times when I'm working on Flash games I'll find that a particular combination of keys held at the same time doesn't register, e.g. LEFT, DOWN and SPACEBAR. I know from my days playing Doom this ...