Hello,
I'd like to know if somebody has a solution for this question: Example:
Sub Timer1_tick
if hk.keypressed=37 then counter=counter+1 '(counter is a general variable)
hk.keypressed=38
End Sub
If you keep pressed left hardkey, although timer1.interval is too short, maximum speed of keypressed event is too slow. I have calculated it and is around 15 catched events in my Pocket (400 Mhz). So, if you try to implement an experimental game, you must make big increments of pixels to simulate advance of a palette (for example), and it doesn't look great..
Someone knows how to implement a quicker way to detect if the hardkey button is pressed? For now, I've only a little trick:
after keypressed is catched, assign a value to a variable. If you press central key, it stop, but it's not a nice solution...
Thanks in advance.
I'd like to know if somebody has a solution for this question: Example:
Sub Timer1_tick
if hk.keypressed=37 then counter=counter+1 '(counter is a general variable)
hk.keypressed=38
End Sub
If you keep pressed left hardkey, although timer1.interval is too short, maximum speed of keypressed event is too slow. I have calculated it and is around 15 catched events in my Pocket (400 Mhz). So, if you try to implement an experimental game, you must make big increments of pixels to simulate advance of a palette (for example), and it doesn't look great..
Someone knows how to implement a quicker way to detect if the hardkey button is pressed? For now, I've only a little trick:
after keypressed is catched, assign a value to a variable. If you press central key, it stop, but it's not a nice solution...
Thanks in advance.