Message-ID: <375F851B.5496F41C@uswest.net> From: Shannon Robbins X-Mailer: Mozilla 4.08 [en] (Win16; I) MIME-Version: 1.0 Newsgroups: comp.os.msdos.djgpp Subject: Re: keyboard handlers? References: Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 16 Date: Thu, 10 Jun 1999 02:27:57 -0700 NNTP-Posting-Host: 209.181.129.131 X-Trace: news.uswest.net 929006873 209.181.129.131 (Thu, 10 Jun 1999 04:27:53 CDT) NNTP-Posting-Date: Thu, 10 Jun 1999 04:27:53 CDT Organization: U S WEST Interprise To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com You would need a handler if you wanted to avoid the (minimum?) 1/4 second delay between the first and consecutive keypresses when a key was held down. Eli Zaretskii wrote: > On Wed, 9 Jun 1999, Lars S. Loevlie wrote: > > > Can anyone tell me if I have to make this mysterious "something" > > called a keyboard handler to take keyboard input in any game? Is there > > any other way to increment a variable WHILE checking for keyboard input > > but letting the "show go on" if there is none?? > > If your game is simple enough, you can use library functions like kbhit() > and _bios_keybrd() to check for keypresses without waiting. Check out > the library reference for these functions.