Guitar hero project problems
BlitzMax Forums/BlitzMax Beginners Area/Guitar hero project problems
| ||
Hi there, okay I'm having a little fun doing a 2D style Guitar hero and I've come accross a few snags, the first one is key states, I'm using this code in the button container to detect a strum as in the key was pressed down and the threat struck.If(m_pressed And KeyHit(KEY_ENTER)) m_strummed = True; Else m_strummed = False; EndIf This only kind of works, it works if you have the F1 pressed down and strumm the Enter but also if you have the Enter down and strum the F1? The second problem is a note being hit variable, so if a button object successfully strumms a note object it reconds true, else if it strums nothing return false, but it return false regardless. For Local n:Note = EachIn note_list If RectsOverlap(m_x, m_y, 45, 45, n.m_x, n.m_y, 45, 45) And m_strummed = True m_hitNote = 1 Else If Not RectsOverlap(m_x, m_y, 45, 45, n.m_x, n.m_y, 45, 45) And m_strummed = True m_hitNote = 0 EndIf next I think I am doing something wrong there though :/ Thanks :) |
| ||
A little off-topic, but have you thought of supporting actual controllers for the game? I have some things I screwed around with a few months back to support alternate controllers for my engine, maybe you're interested.. x360 Guitar Controller (USB): JoyDown(32) = green button JoyDown(1) = red button JoyDown(3) = yellow button JoyDown(2) = blue button JoyDown(4) = orange button JoyDown(6) = back button JoyDown(7) = start button JoyHat(0) = Flipper values JoyU(0) = Whammy values |
| ||
Yeah did create another post on this, I am going to try a USB ps2 guitar and if that doesn't work I'll use a x360 controller, thanks for the codes :) |
| ||
Most (all?) keyboards have limitations on what key combinations can be pressed at the same time and detected. And each keyboard tends to be a bit different. Obviously the "normal" combinations work, but always others like f1 & return. |