#21997 - tornadokick - Fri Jun 11, 2004 12:01 am
One popular (as it's discussed) way to avoid having a key called is to check the keypad registers every x cycles of the main while loop. What is recommended to avoid missing presses between getInput calls...
#21999 - Miked0801 - Fri Jun 11, 2004 12:13 am
If you are truely worried about picking up input more than 60 times (or 30) a second, then you could use the joypad interrupt, but we've never needed to do that here for anything save sleep mode. Just polling regularly works great.
#22000 - tornadokick - Fri Jun 11, 2004 1:45 am
Miked0801 wrote: |
If you are truely worried about picking up input more than 60 times (or 30) a second, then you could use the joypad interrupt, but we've never needed to do that here for anything save sleep mode. Just polling regularly works great. |
I'm sorry if my first post was a bit confusing. For the input of the game, I had a value increment every iteration. Every 7th (or whatever) iteration, I run several commands, including my "getInput()" function. The problem that I'm having is that sometimes the user can press a key between the calls, which is both unpleasant and unprofessional (unprofessional because I'm leaving bugs in the output of my program). I tried implementing something earlier, but I scrapped it, b/c it didn't work.
#22001 - tepples - Fri Jun 11, 2004 2:15 am
Poll the controller every frame, and OR the readings together (or AND them together if you're working with the active-low raw data). This will catch a press and release that happens between frameskips.
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