The player input system will be a core part of the game engine, allowing other developers to efficiently manage player actions and controls for their games. Here’s how it will work:
Overview and Features
The input system will manage input events and state tracking for keyboard and mouse. It will support:
- Input Mapping: Define specific inputs (e.g., WASD, arrow keys) that control character movement or other game actions.
- Customizable Actions: Assign game-specific actions to inputs, such as Jump, Shoot, or Interact.
- Real-time and Press/Release Events: Distinguish between actions triggered by holding a button vs. tapping.
- Input Sensitivity and Dead Zones: Customize sensitivity for smoother control (e.g., analog stick sensitivity or mouse movement).
Usage for Final Project Games
To set up the input system, you would:
- Create a Data File: Define the actions you need and map each action to a specific input. This might look like a JSON or XML file where each key (or button) corresponds to an in-game action.
- Use the Public Interfaces: The system would offer classes like
InputManager
andInputAction
that manage key bindings and check the current input state. You’d initializeInputManager
, load your input data, and then use methods likeIsActionPressed("Jump")
to query actions during gameplay.
Implementation Plans
I plan to:
- Set up Input Bindings: Design structures to define and store input mappings, and initialize mappings from data files.
- Implement State Tracking: Keep track of which keys are pressed, released, or held, and provide API calls to query these states.
- Create a Configurable Interface: Make it easy to change key bindings without altering code, using data-driven files.
Anticipated Challenges and Stretch Goals
- Event Precision Management: Ensuring key press, release, and hold events are processed accurately without delay.
- Handling Key Conflicts: Managing instances when multiple keys are pressed simultaneously, ensuring no unexpected actions or conflicts arise.
- Flexible Key Binding: Providing an easy-to-use data format for users to customize key bindings and supporting dynamic reloading and updating of input configurations.