animations and keydown

Blitz3D Forums/Blitz3D Programming/animations and keydown

cash(Posted 2007) [#1]
I have been coding in blitz for sometime now and my games are getting more ambitious.
The problem I have is that the players have multiple animation sequences which are becoming tricky to manipulate in the code. I have checked the forums but cannot get what I need.

question1: Whats the best way to handle multiple animations with keypresses. (Without interferring with each other). Case Select ?? or other. Examples would be cool.

question2: Is there a way to detect if NO keys are pressed. sort of keydown (nul).

question3: What about key release.

Like I said I can get very near but the amount of code and combinations seems way too much and I am sure there must be a simpler way.


Any examples please.


Wings(Posted 2007) [#2]
i have a variable caled PlayerMode

0=stand still
1=walk
2=jump upp'
3=faal down
4=duck
5=die

iam sticking to the sellect statement.


Ricky Smith(Posted 2007) [#3]
Apologies if you have already seen this but it may help :
http://www.blitzbasic.com/codearcs/codearcs.php?code=660


cash(Posted 2007) [#4]
Thanks for that. I am now using something similar with a switch to ensure that the state is maintained until the sequence has finished. May be crude but it works.


blade007(Posted 2007) [#5]
deleted post( opps pressed the enter too many times look below)


blade007(Posted 2007) [#6]
Q2 answer: yes simply use the not operator in front of the keydown:
 if not keydown(205) 

or use else inside the if statement:
if keydown(205)
   print"you are pressing me too hard dude let go!"
else
   print"dude im itching can u press the right key?"
endif


Q3 answer: try something like this (sorry if my code is messy)

 if keydown(205)
   ;blah!
   key_pressed=1
endif

if key_pressed=1 then
   print"you released the right key"
   key_pressed=0
endif