Mail Archives: djgpp/1997/05/09/12:48:28
From: | frenchc AT cadvision DOT com (Calvin French)
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Need Shawn's (or anybody's) advice on making joystick buffer...
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Date: | 7 May 1997 06:15:57 GMT
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Organization: | Reham Salad
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Lines: | 18
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Message-ID: | <5kp6mt$44dm@elmo.cadvision.com>
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NNTP-Posting-Host: | ts35ip250.cadvision.com
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Mime-Version: | 1.0
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Okay, basically I want to be able to create a linear "joystick buffer",
which would function in the same way as the keyboard buffer (only I
will make it slightly more dynamic, i.e., i will be able to define as
many buffers as I like so different objects in my game can all use it)
So how? I know that there is a keyboard interrupt that gets called
whenever a key is hit, but for the joy buffer all I can think to do is
have a little little routine which is polled, say, 5 or 10 times a sec
(how fast do i really 'spect people to be able to trigger, anyways?)
and the compare states, then pushing any change of states onto the joy
buffer, basically. Does this sound like the right approach? It's sort
of an odd thing, I know, but it will simplify SF2-style combos...
(<sigh> I'm making an rpg with SF2-style combos, please, somebody,
shoot me, I beg of you)
- Calvin -
- Raw text -