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about input
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test for key down:
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
and just in case you want it, test for key up:
#define KEY_UP (vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
use like so:
if(KEY_DOWN(VK_CODE))
something;
eg
if(KEY_DOWN(VK_RIGHT))
player_x++;
you get the idea
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
and just in case you want it, test for key up:
#define KEY_UP (vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
use like so:
if(KEY_DOWN(VK_CODE))
something;
eg
if(KEY_DOWN(VK_RIGHT))
player_x++;
you get the idea
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