DeM0nFiRe wrote:
@sudi: the problem with your code is that the Device can only handle one event reciever at a time (not including cameras), so I would rather that the primary event receiver not be part of the player. I am looking at this project in a forward thinking kind of way so I need to make sure my code now will fit with more code later. (Unless I am wrong that the Device can handle only one? If the device can handle more, someone please clarify that for me )
Dude i just hacked up a quick and dirty demo showing the same thing than ur stuff.
class TestReceiver : public irr::IEvntReceiver
{
public:
bool OnEvent(const irr::SEvent& event)
{
for(int i=0;i<Receiver.size();i++)
if (Receiver[i]->OnEvent(event))
return true;
return false;
}
irr::array<irr::IEvntReceiver*> Receiver;
};
Just make that the main eventreceiver and u can add as many receivers u want.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Ahh, thank you I didn't know that you could do that. Alright then, I should have these bogs fixed hopefully on Wednesday, but knowing my schedule it'll probably have ti wait until the weekend, unfortunately.
Hey guys, I've taken a crack at fixing bugs [003] and [004]. If you guys could test it and tell me any problems you have, I can hopefully fix any of them.
one thing about the camera movement: I think when you move the mouse to the left then the camera should also rotate left and vice versa...
also some people probably find it good the way it is now...
but about the jumping: when you jump then Sydney will jump multiple times (some times 2x and some times 3x) like a bouncig ball...
Yeah, that is the Double Jump messing up. The double jump was not supposed to be part of the original test bed, I added it in because someone asked me too. V2.0.0 of the test bed will remove double jumping altogether.
As for the camera controls, yeah they are pretty awkward but that isn't a bug, it's just a (bad) feature. That'll be fixed when I decide how I want the controls to be.
So Acki, you had a problem with really low framerates, right? That means that I can officially cross off bug [004]. Thanks for testing it! Can someone who had a problemw ith really fast movement test it as well? I am pretty sure I've eliminated bug [003] as well but I want to make sure.
EDIT: Oh, acki about the bounce jumping. I just tested again and figured out what you were talking about. That is actually part of known bug [002]. The collision data for the level included with Irrlicht is a little screwy, so collisions with some places like that little bridge that runs around like half of the level are pretty wierd.