[gameprogrammer] Customizable Input
- From: "Kevin Fields" <drunkendruid@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 20 Dec 2005 11:05:50 -0400
I've been toying with the idea of trying to get customizable key inputs for
a game I'm working on, and was just interested in getting some ideas from
you guys & gals (if there are any here) that have already attempted this
sort of thing.
What I've been contemplating was to have an enumeration of actions that
would be available to the user, like so:
enum Actions { ACTION_ACCELERATE, ACTION_BRAKE, ACTION_STEERLEFT,
ACTION_STEERRIGHT, ACTION_TURBO, ... };
From that, I had thought of making a map container that would use the actual
keycode as the key in the pair, and the action as the value; since, I would
like to give players the option of mapping 2 keys (keyboard and
gamepad/joystick) to an action. Now, whenever input is received from a
device, the InputManager would check to see what was pressed, and would add
an action entry into a kind of ActionQueue. The ActionQueue would then cycle
through all of the actions it had been given during that frame, and would
act accordingly. I thought of doing it this way so that I could use it for
an AI controlled player too, and I would just send the id number of the
player (whether it's a real person, or AI) and the action that was
performed.
Anyone have any thoughts on this? Any advice would be much appreciated.
Kevin
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