Game Development Community

Binding On KeyPress

by Kareem Glover · in Torque X 2D · 11/08/2009 (10:17 pm) · 2 replies

I am working on the keyboard input for a puzzle game and I noticed that they keymapping is too responsive. As long as the key is pressed it is being registered as a move.

Any ideas on the format for me to implement onkeypress. All the inputMap examples I have seen are not measuring that the key is active, not its initial press.

inputMap.BindMove(keyboardId, (int)Keys.Right, MoveMapTypes.StickDigitalRight, 0);

-Kareem



#1
11/08/2009 (11:20 pm)
try using BindCommand

input.BindCommand(gamepadId, (int)XGamePadDevice.GamePadObjects.LeftThumbLeftButton, sitckLeftOn, sitckLeftOff);

etc...

I think that is what you are looking for.
#2
11/09/2009 (12:57 am)
Henry,

Thanks. That is just what I was looking for. Also picked up a quick lessons on delegates to boot.

-Kareem