Members - Reputation: 122
Posted 18 April 2012 - 03:08 PM
I changed my code a bit, to that instead of having to turn with the arrows and shoot with spacebar, you simply turn and shoot with the arrows. This was a fine solution, but unfortunately my game requires a certain amount of accuracy which is ruined by the new control scheme.
Can anyone shed light on why I Direct X can't sense DIK_UP, DIK_LEFT, and DIK_SPACE, or DIK_DOWN, DIK_RIGHT, and DIK_SPACE at the same time, or is it something I've failed to do? I notice that a lot of programmers usually use some sort of DEFINE statement on their keys before working with DirectInput, which I did not do, and I haven't tested defining the keys to see that solves the problem, as I don't know how.
Any help would be greatly appreciated.
Members - Reputation: 1418
Posted 19 April 2012 - 02:42 AM
Members - Reputation: 3817
Posted 19 April 2012 - 04:09 AM
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Members - Reputation: 767
Posted 19 April 2012 - 09:37 AM
Also note that most keyboards have an issue in which certain keys wont register if certain other keys are being pressed. I forget what it's called, but it's an inherent limitation of the hardware design and no amount of code can fix it. Gaming keyboards tend to suffer less from this flaw, and configurable key bindings can be used as a work-around.