The problem is that it only responds to one key at a time, unless two keys were pressed simultaneously (i.e. pressing A turns left, but pressing W while holding down A stops turning and only moves forward.
I don't have that problem. Just have your event handler set boolean variables and then ...
Search found 12 matches
- Mon Dec 18, 2006 10:21 pm
- Forum: Irrlicht.NET
- Topic: Multiple-key input?
- Replies: 9
- Views: 4790
- Fri Dec 15, 2006 3:13 pm
- Forum: Beginners Help
- Topic: How to delete item?
- Replies: 7
- Views: 678
- Fri Dec 15, 2006 3:11 pm
- Forum: Beginners Help
- Topic: how to move in your game
- Replies: 9
- Views: 906
- Thu Dec 14, 2006 7:38 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for muliple ISceneManagers would be cool
- Replies: 4
- Views: 661
- Thu Dec 14, 2006 6:46 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for muliple ISceneManagers would be cool
- Replies: 4
- Views: 661
- Wed Dec 13, 2006 10:51 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for muliple ISceneManagers would be cool
- Replies: 4
- Views: 661
- Wed Dec 13, 2006 10:38 pm
- Forum: Irrlicht.NET
- Topic: Change Scene - Menu>options>gameplay
- Replies: 1
- Views: 1761
- Wed Dec 13, 2006 10:26 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Support for muliple ISceneManagers would be cool
- Replies: 4
- Views: 661
Support for muliple ISceneManagers would be cool
This is just some concept code for something that would be cool if irrlicht allowed it. Does anyone know of a way to do this sort of thing with irrlicht as it stands right now? Is this sort of functionality something that could possibly be included in a future release?
int currentScene = 0 ...
int currentScene = 0 ...
- Wed Dec 13, 2006 9:04 pm
- Forum: Irrlicht.NET
- Topic: Change Scene - Menu>options>gameplay
- Replies: 1
- Views: 1761
Change Scene - Menu>options>gameplay
Since each device only has one scene manager, what is the easiest way to switch between a menu to gameplay? I know i did this in c++ a long time ago with like 0.6 version of the engine, but i don't have the code handy, and i'm using c# now anyway.
- Fri Dec 08, 2006 12:32 am
- Forum: Beginners Help
- Topic: Do I need a CollisionResponseAnimators for each node?
- Replies: 3
- Views: 386
- Thu Dec 07, 2006 5:16 pm
- Forum: Beginners Help
- Topic: Problems with CollisionResponseAnimator and movement
- Replies: 4
- Views: 490
- Thu Dec 07, 2006 5:11 pm
- Forum: Beginners Help
- Topic: Do I need a CollisionResponseAnimators for each node?
- Replies: 3
- Views: 386
Do I need a CollisionResponseAnimators for each node?
Currently I have made a class that holds an IAnimatedMeshSceneNode and an ISceneNodeAnimator. In the class I have the following function to attach a new CollisionResponseAnimator to the contained node. My question is, do I really need a separate animator for each node to handle the gravity like I am ...