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MattFF

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  1. Thanks a lot for those detailed answers! After reading all this, i wanted to write it down in pseudocode/snippets to see if i understood it correctly. In short, it would work like that: 0. Check the current state 1. Check for events that cause loss of control, or modify control ( knocback, stun, during a jump, combo etc. ) 2. If there is loss of control/modification, change state 3. Check for input 4. Pass the state and the input to the hero class 5. Adjust the state accordingly - e.g. if character is being knocked back, ignore the input, otherwise take normal input and set state 6. Apply logic ( move, change hp ) 7. Draw frames 8. Check for expiration of states - end of knockback, landing from a jump 9. If the state has not expired, keep the state, and adjust time remaining in that state, otherwise return to default state Rinse and repeat. Now i have question about code, specifically code/class separation. Just gonna paste small snippets. main.cpp [code] int main() { while (window.isOpen()) { while (window.pollEvent(event)) { event_manager.handle_events; input_manager.handle_input; } hero.apply_logic; hero.draw; } } [/code] input_manager.cpp [code] int handle_input { if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Something)) input_state = x; //repeat many times for all possible outcomes return input_state; } [/code] hero.cpp [code] apply_logic(state) { switch (state) case 1: //something that prohibits action - ignore input move; change_hp; break; case 2: // input allowed switch(input_state) case 1: move; break; return final_state; } draw(final_state) { //draw proper frame, of proper animation, depending on state } [/code] Would that be the way to do it? Edit: Buttons are hardcoded just for now, later buttons could be changed to virtual buttons, and base controls on .ini files, like sox suggested.
  2. Hi guys! I am currently in process of making a 2d side-scrolling fighting game. I'm using SFML for that purpose. Problem i've ran into is handling input. ATM i'm passing states depending on key presses to the hero class, which then animates and moves main character properly. Display and move member functions are based on switch. Problems i currently have: 1) It seems that sooner rather than later the switch will be overblown and hard to manage. 2) Animations are running only when key is pressed. I am not quite sure how to manage actions on key release. For example: When you run, then release, there should be a couple frames of animation of stopping, and returning to basic stance. I can't run the animation within the button press event with some kind of loop, because it executes instantly and jumps to last frame. 3)In general, i'm not sure where in the code should i place the input check. In the main loop? Or in some kind of interface manager? I imagine they shouldn't be in the hero class, it should recieve only states based on presses. I would appreciate any help.