C++ Game Dev 5: Real Time Input
We begin to write our Input manager. We record keyboard input and how we can differentiate between a key that has just been pressed or has just been released.
We begin to write our Input manager. We record keyboard input and how we can differentiate between a key that has just been pressed or has just been released.
We create a scene management system for our game engine. A scene will contain the logic for a specific part of our game e.g. the main menu, game, and pause scenes.
If you’ve been following the tutorials up to this point, you’ll have a sprite that you can move around the screen using the keyboard. While this is a good start; we will, in the not too distant future, want to add additional functionality to our player object. At the very least we will want our player to have health, physics, a bounding box for collisions, and a way to animate its sprites. This is where the component system comes in, the focus of todays and next weeks tutorial.
In this tutorial we will re-implement the movement code that we previously used to move our sprite around the screen, but this time as a component. We’ll also create a transform component that will be attached to all of our games objects. This component will store the sprites position, rotation, and scale (although it will only store its position initially).