Closed NickABoen closed 9 years ago
What do you think about a KeyboardManager class that would read the keyboard, compare mapped keys to keys pressed and then fired events like KeyMoveLeftPressed and KeyFireGunReleased? A mouse one wouldn't be as necessary, but it might still be clean to have a Manager for it too.
Also I can't seem to assign myself this one, but I want to claim it.
The more I think about it, the less I like the idea of letting the manager affect other classes outside their Update loop, but if we're careful it should be okay. I'll have a "IsKeyDown" way of accessing the information as well.
Controls work for the player
[Left, Right, Up Down] and [WASD] work for movement Mouse works for movement when a setting is changed for it
Keys can be remapped [optional but probably a good idea, especially since there aren't a lot of keys]