[SDL] Mouse Input + Delay problem

Ankush Thakur ankush.gamedev at gmail.com
Mon Apr 7 11:01:04 PDT 2008


Leonardo Guilherme wrote:
> Well, at least you can have a good look at the SDL functions... I 
> think that the converting the C approach into C++ code ins't that 
> hard... or it is?
> You can find some good game concepts in the book, so its worth some 
> attention.
>
> 2008/4/7, Ankush Thakur <ankush.gamedev at gmail.com 
> <mailto:ankush.gamedev at gmail.com>>:
>
>     Thanks a lot.
>
>     The book does look good, but follows C code :(
>
>     I would have been more happy with an object oriented approach,
>     which I believe is the basic for modern games.
>
>
>     On Mon, Apr 7, 2008 at 11:01 PM, Leonardo Guilherme
>     <leonardo.guilherme at gmail.com
>     <mailto:leonardo.guilherme at gmail.com>> wrote:
>
>         Have you ever tried "Programming Linux Games", from Loki's games?
>         It covers well SDL and a simple 2D game is crerated through
>         the book.
>         If you search "Programming Linux Games" in google you'll
>         eventualy find a link to it. It's an e-book.
>
>         Good Luck!
>
>
>         2008/4/7, Ankush Thakur <ankush.gamedev at gmail.com
>         <mailto:ankush.gamedev at gmail.com>>:
>
>             OK, thanks for the idea. Implementing it will take some
>             time, so I'll tell you later.
>
>             By the way, I would *REALLY* appreciate a COMPLETE game
>             tutorial for SDL. It should be for a simple 2D game and
>             must discuss ALL the aspects involved right from start to
>             finish. I'm particularly interested in class design and
>             game flow.
>
>             As I'm new to game dev. + OOP, I am having lots of
>             troubles. :(
>
>             Please help me find some tutorials.
>
>
>             On Mon, Apr 7, 2008 at 10:14 PM, Justin Coleman
>             <jmcoleman at gmail.com <mailto:jmcoleman at gmail.com>> wrote:
>
>                 Delay is a bad way to do that. What you need is a
>                 timer instead. Your
>                 game loop should look more like this:
>
>                 set timer for how long to display card
>                 while game is playing
>                    if display time not expired
>                        redraw screen
>                        check for mouse clicked
>                             if click is detected
>                                 check for click coordinates in the
>                 right place
>                        decrement display time by amount of time passed
>                 since last loop
>
>                 Hope that helps you.
>
>                 -J
>
>                 On Mon, Apr 7, 2008 at 12:39 PM, Ankush Thakur
>                 <ankush.gamedev at gmail.com
>                 <mailto:ankush.gamedev at gmail.com>> wrote:
>                 > Hi,
>                 >
>                 > I am making a small game.
>                 > The requirement is that an image will be displayed
>                 for some time (say 1000
>                 > ms), and the user has to click on it.
>                 > After the click, we must check for click coordinates.
>                 >
>                 > the general structure I follows goes like this:
>                 >
>                 > draw();
>                 > checkForInput();
>                 > delay for 1000 ms();
>                 >
>                 > The problem is that  mouse clicks are not getting
>                 detected. I guess it is
>                 > because the mouse clicks happen when the game is
>                 waiting through
>                 > SDL_Delay(1000), so we miss the input.
>                 >
>                 > The delay MUST be there because the image has to stay
>                 for a certain amount
>                 > of time.
>                 >
>                 > Please help me out.
>                 >
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All right, I'll go through it after this game is finished. Thanks :)



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