Sunday, February 20, 2011

It lives! ...kinda

So now our snake has little a head that is capable of movement.

Due to the looming deadline, I decided to forgo actually implementing the different components properly, input handling is right now implemented terribly, it will just favor certain keys over others if several are pressed and there is currently no configurable support for multiple keymaps.

Speaking of keymaps, XNA's default input handling is terrible, all we get is an array containing the current status of the keyboard/gamepads and that's it, no events, no timestamps, just a damn array. Another fun thing about it is that there seems to be no elegant way to convert strings into keys, as the keyboard state array is presented in enums. We'll need to implement some kind of event-based keyboard handler later on, because this just won't do.

I see my partner here has been posting a whole bunch of code, but I don't feel like mucking about and copying all of that stuff over here right now, especially as it needs a good amount of tidying up before being presentable.

Eugh, I shouldn't write when tired.

1 comment:

  1. I've been using this to add code:

    http://tohtml.com/csharp/

    Add it to the HTML *AFTER* you finish typing, otherwise the fonts get fucked.

    ReplyDelete