separating gameloop input from simulation

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        // player control of box
        const Uint8* currentKeyStates = SDL_GetKeyboardState(NULL);

        if (currentKeyStates[SDL_SCANCODE_RIGHT]) {

        }
        if (currentKeyStates[SDL_SCANCODE_LEFT]) {

        }
        if (currentKeyStates[SDL_SCANCODE_UP]) {

        }
        if (currentKeyStates[SDL_SCANCODE_DOWN]) {

        }

I have read that the basic game loop is input, simulate, render. However in this example I am using keypresses to immediately move an object.

If I wanted to do that, I am not sure how to pass all possible key combinations into a function. If it was only one key at a time, then I would write:

void input_function(specific_key) {
}

Does it make sense separate the movement part from the input part in this case?

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