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Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
new:input [2018/02/17 12:07] – korshun | new:input [2018/02/17 12:10] (current) – korshun | ||
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===== What's the point of " | ===== What's the point of " | ||
- | Say you have an on-screen button to sell items that can be [[mouse|clicked with mouse]]: | + | Say, you have an on-screen button to sell items that can be [[mouse|clicked with mouse]]: |
< | < | ||
if (/* check that mouse cursor is inside the button */) | if (/* check that mouse cursor is inside the button */) | ||
if (GetPlayerInput(-1, | if (GetPlayerInput(-1, | ||
- | | + | |
</ | </ | ||
- | This code is **wrong**. If the player clicks the button once, it will likely cause him to sell **multiple items**. That's because this code checks if the mouse button is **down**. But the mouse button may be **down** for multiple tics after a click, as it may not be **immediately** released. | + | **This code is wrong.** If the player clicks the button once, it will likely cause him to sell multiple items. That's because this code checks if the mouse button is **down**. But the mouse button may be down for multiple tics after a click, as it may not be immediately released. |
To avoid this bug, you need to check if the button was up the previous tic, but is now down. And that's exactly what the **pressed** state means. The '' | To avoid this bug, you need to check if the button was up the previous tic, but is now down. And that's exactly what the **pressed** state means. The '' | ||
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if (/* check that mouse cursor is inside the button */) | if (/* check that mouse cursor is inside the button */) | ||
if (KeyPressed(BT_ATTACK)) // check left mouse button click | if (KeyPressed(BT_ATTACK)) // check left mouse button click | ||
- | | + | |
</ | </ | ||
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< | < | ||
- | if (KeyDown(BT_FORWARD | BT_BACK | BT_MOVELEFT | BT_MOVERIGHT)) | + | if (KeyDownAny(BT_FORWARD | BT_BACK | BT_MOVELEFT | BT_MOVERIGHT)) |
print(s:" | print(s:" | ||
</ | </ |