I just want to tell that I created a branch to work on input
abstraction. Then I was on a programming spree and now you can already
define custom input mappings via a config file, have a normal and an
alternate setting and of course, the whole game is abstracted from the
actual SDL data types.
Other niceties include a soft cursor which can, obviously not only be
controlled via the mouse but through keys or gamepad/joystick.
Config file handling was reworked and now uses a lisp-like syntax. I
stole the code for that from supertuxkart (where I am contributor, too).
I dont know whether the parser is very fast or something like that.
However it has a nice and simple C++ API which makes it very convenient
to use. Have a look at settings.cpp and you know what I mean.
More items on my agenda for the input abstraction branch include some
simple buttons for the fleet strength, next round and retry
functionality. With such an UI in place one needs less keys to play qonk
and one of my favorite goals gets a bit closer: get qonk on the nokia
Btw: Playing qonk on 1-mouse-button devices is now possible. Thanks to
the input abstraction works moving ships to the nearest planet can be
done with left shift. Selecting the nearest planet is mapped to left
control by default.
You can change that by editing the config file.
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