goku
goku game engine_en
goku game engine_en
  • Chapter 1: Introduction to SDL2, Rust, and goku
  • Chapter2: The Base Structure: SpriteSheet
  • Chapter 3: Animated Textures
  • Chapter 4: Handling Textures: TextureManager
  • Chapter 5: Bringing Textures to Life: GameObject
  • Chapter 6: The Foundation: Tile System
  • Chapter 7: Moving the View: Camera
  • Chapter 8: Particle System
  • Chapter 9: The User Interface Layer
  • Chapter 10: The Button Element
  • Chapter 11: The Text Box Element
  • Chapter 12: The Checkbox Element
  • Chapter 13: The Slider Element
  • Chapter 14: The Audio System
  • Chapter 15: The AI System
  • Chapter 16: The Window System
  • Chapter 17: User Input Handling
  • Chapter 18: Rendering a Parallax Background
  • Chapter 19: Timing and Frame Rate Management
  • Chapter 20: Conclusion
Powered by GitBook
On this page

Chapter 17: User Input Handling

This chapter covers the design and implementation of a system that processes user input to interact with your game.

Our input handler (InputHandler) class is responsible for capturing and maintaining the state of the inputs. It handles keyboard and mouse input and even game controller input.

It first initializes an EventPump to process events and a game controller if any. It keeps track of the keys that are currently pressed and the mouse state, including position and whether the left button is pressed. It can provide the current state of a key or controller button, the mouse button state and position, and poll events that have occurred.

PreviousChapter 16: The Window SystemNextChapter 18: Rendering a Parallax Background

Last updated 1 year ago