Game Controls
by Remyremrem · in Torque X 2D · 06/16/2009 (11:25 am) · 4 replies
I was wondering if anyone could explain how Torque X handles determining who is the "controlling player". What I'm trying to refer to is how to find who "pressed start on the press start screen", so I am not just looking to the first controller for input. Ah better way to put it :), how does Torque handle what controller the player is using and are there any examples?
Thanks!
Thanks!
#2
InputMap.BindCommand(*put CurrentPlayer here*, etc....)
?
Am I on the right track?
Thanks for the quick reply!
06/16/2009 (11:54 am)
Ah OK thanks, so I do what they have on the XNA best practices and just apply that toInputMap.BindCommand(*put CurrentPlayer here*, etc....)
?
Am I on the right track?
Thanks for the quick reply!
#3
Thats it, you can capture the current player as in the code I pasted then when your ready to bind controls you should be able to just:
InputMap.BindCommand((int)CurrentPlayer, etc....)
Thanks
06/16/2009 (12:00 pm)
Yes,Thats it, you can capture the current player as in the code I pasted then when your ready to bind controls you should be able to just:
InputMap.BindCommand((int)CurrentPlayer, etc....)
Thanks
#4
06/16/2009 (12:08 pm)
Thanks for the help!
Torque 3D Owner Gavin Beard
Byte Logic
I do it such as:
for (PlayerIndex index = PlayerIndex.One; index <= PlayerIndex.Four; index++) { if (GamePad.GetState(index).Buttons.Start == ButtonState.Pressed || GamePad.GetState(index).Buttons.A== ButtonState.Pressed) { Game.Instance.CurrentPlayer = index; } }in the main game.cs file i have:
public PlayerIndex CurrentPlayer{get;set;}hope this helps.