Problem
The InputHandler
class for my game detects key presses, turns each one into a GameAction
, and raises an event:
public class InputHandler
{
public delegate void ActionListener(GameActions gameAction);
public event ActionListener ActionRequested;
private void ProcessKeyboard(KeyboardState keyboardState)
{
var pressedKeys = keyboardState.PressedKeys();
foreach (var inputAction in pressedKeys.Select(GetInputAction))
{
ActionRequested(inputAction.Down);
}
var releasedKeys = keyboardState.ReleasedKeys(prevPressedKeys);
foreach (var inputAction in releasedKeys.Select(GetInputAction))
{
ActionRequested(inputAction.Up);
}
prevPressedKeys = pressedKeys;
}
}
Only one GameAction
can be requested at a time. This means that if you press the key bound to GameActions.MoveUp
and the key bound to GameActions.MoveLeft
at the same time, two separate events are raised and it looks like your character is moving diagonally.
Now, I need to detect this as a single GameAction
, e.g. GameActions.MoveUpLeft
. There has to be a better way to do it than what I’ve come up with.
private void ProcessKeyboard(KeyboardState keyboardState)
{
var pressedKeys = keyboardState.PressedKeys();
var inputActions = pressedKeys.Select(GetInputAction).ToList();
var downActions = inputActions.Select(ia => ia.Down);
if (downActions.Contains(GameActions.MoveUp) && downActions.Contains(GameActions.MoveLeft))
{
ActionRequested(GameActions.MoveUpLeft);
}
else if (downActions.Contains(GameActions.MoveUp) && downActions.Contains(GameActions.MoveRight))
{
ActionRequested(GameActions.MoveUpRight);
}
else if ...
}
I’m sure you can see how this can get quickly out of hand. How can I make it better?
Solution
var pressedKeys = keyboardState.PressedKeys();
var inputActions = pressedKeys.Select(GetInputAction).ToList();
var downActions = inputActions.Select(ia => ia.Down);
This is what’s painted you into the corner you’re in. You’re not showing your GameActions
enum (a better name would be GameAction
, or even better, MoveDirection
..actually, Direction
suffices, since all there is to it is a bunch of values that each represent a direction – the point is, enum type names should not be plural), but I presume it looks something like this:
public enum GameActions
{
MoveLeft,
MoveUpLeft,
MoveUp,
MoveUpRight,
MoveRight,
MoveDownRight,
MoveDown,
MoveDownLeft
}
The problem is that MoveUpLeft
is a combination of MoveUp
and MoveLeft
, and since the enum type itself doesn’t account for it, your code has to.
I’d suggest using a [Flags]
attribute:
[Flags]
public enum Direction
{
Left = 1,
Top = 2,
Right = 4,
Down = 8
}
Then, instead of downActions
being an IEnumerable<GameActions>
and using LINQ IEnumearble<T>.Contains
extension, you can add the values of all “down actions”, and pass ActionRequested
an enum value that represents the sum of all pressed directions, be it Left+Top
, Down+Right
or whatever. The [Flags] attribute merely serves as a visual cue to remind you that these values can be combined and, using bitwise AND operations or simply, the .HasFlag()
method, the handler can determine whether the received value 3 contains Direction.Left
:
void ActionRequested(Direction direction)
{
if (direction.HasFlag(Direction.Left))
{
// direction contains Direction.Left
}
if (direction.HasFlag(Direction.Right))
{
// direction contains Direction.Right
}
if (direction.HasFlag(Direction.Top))
{
// direction contains Direction.Top
}
if (direction.HasFlag(Direction.Bottom))
{
// direction contains Direction.Bottom
}
}
It’s not clear from your post exactly what GetInputAction
does and what downActions
means, so it’s hard to recommend a change that will fit into your code, but here’s some inspiration:
class Program
{
[Flags]
public enum Direction
{
Left = 1,
Top = 2,
Right = 4,
Bottom = 8
}
static void Main(string[] args)
{
var direction = (Direction)3;
Console.WriteLine("Direction: {0}", direction);
Console.WriteLine("Left: {0}", direction.HasFlag(Direction.Left);
Console.WriteLine("Top: {0}", direction.HasFlag(Direction.Top);
Console.WriteLine("Right: {0}", direction.HasFlag(Direction.Right);
Console.WriteLine("Bottom: {0}", direction.HasFlag(Direction.Bottom);
Console.ReadLine();
}
}
Output: