To get user input with SFML I use this function
char SFMLDisplayManager::handleEvents()
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z))
return ('z');
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
return ('s');
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q))
return ('q');
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
return ('d');
return (0);
}
Then, to slow down my program, I use
sf::sleep((sf::milliseconds(150)));
This works fine but when I press a key quickly, sometimes I don't get the input. I suppose this happens because I press they key during the sleep.
But I don't know how to solve this.
Have an idea ? Thanks
Reduce the sleep time.
If you have the program in while loop without sleep it does take 100% of your cpu time, but setting the sleep value to just 1ms
will make it use it about 0%.
Generally it is a good idea to have the logic loop separated from the drawing loop(calling the logic loop only every n ms
), or computing everything in the game based on the delta time (the time that has passed from the last frame).
You can read more about game loops and sfml here https://github.com/SFML/SFML/wiki/Tutorial:-Basic-Game-Engine#gameloop