Global keyboard states
Posted
by
Petr Abdulin
on Game Development
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or by Petr Abdulin
Published on 2012-04-02T05:28:15Z
Indexed on
2012/04/02
5:43 UTC
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Hit count: 441
XNA
|architecture
I have following idea about processing keyboard input. We capture input in "main" Game class like this:
protected override void Update(GameTime gameTime)
{
this.CurrentKeyboardState = Keyboard.GetState();
// main :Game class logic here
base.Update(gameTime);
this.PreviousKeyboardState = this.CurrentKeyboardState;
}
then, reuse keyboard states (which have internal
scope) in all other game components. The reasons behind this are 1) minimize keyboard processing load, and 2) reduce "pollution" of all other classes with similar keyboard state variables.
Since I'm quite a noob in both game and XNA development, I would like to know if all of this sounds reasonable.
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