Sunday, September 03, 2006

New input handler

So, in the past few days, I've been working my ass off to re-implement the entire input handling code, and seperated it out in a seperate class.

This means I cut approx. 300 lines from the actual playstate class and placed this in a seperate class, making my code alot more easier to maintain, update and fix.

Also, I added all functionality needed for the sides in the input manager(Attacking, unable to select, etc.), put it's all commented out as for now. But, I should more or less have this functionality working in a few weeks, as I want to start working on weapons, and for weapons to work, I need enemies.

Tonight I finally fixed a bug in updating the colors in each image, so I can now create colors needed for different sides. First step in this is to add a PlayerController or something similar, which owns a set of units/buildings. Next step is to provide a custom made texture manager, which loads the different textures, but also takes a Color param, which is used to update the palette to the required color(This also adds the option of being able to play with 8 players without the problem of having to have 8 different textures for each player).

After having controllers I enable the code in the input handler, and then work out weapons.

In other news: I bought a Laser printer for 78 euros today(Well, ordered it), printed out a 40 page document which I need for my minor which starts tuesday(Small Business Skills) and I came home from my parents in law and was shocked at how much of a fucking mess our place is. I'm off emptying the dish washer now...

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