I'm building the "Tanks" game where I'm using Key event to run my tank on map. Actually I can only use one key at the time but I need to have ability to f.e. go up and left simultaneously.
Here's my code for single key events:
switch(event->key())
{
case Qt::Key_Up:
if(!ui->widget->playerList[playerID]->canMove(0.3, 20, 20, -20, -20, 1.5)) return;
ui->widget->playerList[playerID]->move(0.3);
ui->widget->updateGL();
break;
case Qt::Key_Down:
if(!ui->widget->playerList[playerID]->canMove(-0.2, 20, 20, -20, -20, 1.5)) return;
ui->widget->playerList[playerID]->move(-0.2);
ui->widget->updateGL();
break;
case Qt::Key_Right:
ui->widget->playerList[playerID]->rotate(10);
ui->widget->updateGL();
break;
case Qt::Key_Left:
ui->widget->playerList[playerID]->rotate(-10);
ui->widget->updateGL();
break;
case Qt::Key_Q:
ui->widget->playerList[playerID]->rotateCannon(10);
ui->widget->updateGL();
break;
case Qt::Key_E:
ui->widget->playerList[playerID]->rotateCannon(-10);
ui->widget->updateGL();
break;
default:
QMainWindow::keyPressEvent(event);
break;
}
You can add a pressed key to the set of pressed keys and remove from this set when the key is released. So you can add the pressed key to a QSet which is a class member :
QSet<int> pressedKeys;
You can catch the key events in an event filter :
bool MyWidget::eventFilter(QObject * obj, QEvent * event)
{
if(event->type()==QEvent::KeyPress) {
pressedKeys += ((QKeyEvent*)event)->key();
f( pressedKeys.contains(Qt::Key_Up) && pressedKeys.contains(Qt::Key_Left) )
{
// up and left is pressed
}
}
else if(event->type()==QEvent::KeyRelease)
{
pressedKeys -= ((QKeyEvent*)event)->key();
}
return false;
}
Don't forget to install the event filter in the constructor:
this->installEventFilter(this);
Maybe you could consider looking into the masks? Let's say you have directions, define a mask that has four bits:
0 0 0 0
U D L R
And each time you just need to check what keys are pressed. By AND
with the masks:
1000
- Up
0111
- Down
0010
- Left
0001
- Right
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