I’m having a pretty frustrating issue with input detection in my two-player Pong game built using SDL2, and I’m hoping someone here can help me out. As soon as I start working with SDL2, I seem to run into the same pesky problem: keyboard input for player movement is inconsistent, especially when it comes to simultaneous key presses.
So, here’s the deal. I’ve set up the movement controls so that player one uses W and S for up and down movement, while player two uses the UP and DOWN arrow keys. The way I’m handling input is through SDL’s `SDL_GetKeyboardState()`, but it feels like I’m fighting against the framework rather than working with it.
When I hold down the W key, the paddle moves up on the first frame, does nothing on the second frame, and then it finally starts moving consistently after that. Meanwhile, if player one is pressing W and player two starts pressing the UP arrow key, both paddles will stop moving for that one frame. It’s like there’s a hiccup every time two keys are pressed at once!
I thought maybe using the SDL event polling system (with `SDL_KEYDOWN` and `SDL_KEYUP`) could solve the problem, but honestly, that didn’t change a thing. I still find myself in the same boat where both players’ paddles stop responding correctly when keys are pressed simultaneously.
I’ve been looking around and some folks suggest that I need to manage key states better – like checking if a key is currently held down instead of relying solely on the event system, but I feel like I’m already doing that to some extent with `SDL_GetKeyboardState()`.
What’s really bugging me is the thought that if this continues, I’m going to end up writing a whole bunch of if statements to handle every possible combination of key presses! That sounds like a disaster waiting to happen.
If anyone out there has experienced something similar and found a good way to fix it or can share some tips about handling input more effectively in SDL2, I’d be super grateful. Thanks!
It sounds like you’re really having a tough time with input handling in your Pong game! I can totally relate because SDL2 can be a bit tricky with keyboard input, especially with multiple keys pressed at the same time.
First off, it seems like using `SDL_GetKeyboardState()` is definitely the right approach for checking the current state of the keys. This method can help you avoid those hiccups, especially if you’re just checking the state of the keys every frame in your game loop.
But one thing to consider is the possibility of key ghosting or blocking, which might happen with some keyboards if multiple keys are pressed at the same time. This can sometimes cause inputs to get missed. Have you tried testing it on different keyboards to see if the problem persists?
Also, instead of writing a ton of if statements, you could try simplifying your input handling. For example, you could define a function to handle the movement based on key states. It might look something like this:
Another idea could be to have boolean flags for the movement of each player, changing them in the event loop when you detect key presses. Then use those flags to control paddle movement in your game loop. This might help with managing the state better.
Finally, make sure you are calling `SDL_PumpEvents()` before polling the state or checking events. This could help ensure you’re getting the most current input state.
Hopefully, these suggestions will help you out! Good luck, and have fun with your game!
The issue you’re experiencing typically arises from mixing event-based input handling and keyboard state polling incorrectly, or from subtle misunderstandings about how SDL’s input system updates key states every frame. SDL’s
SDL_GetKeyboardState()
itself shouldn’t inherently cause such inconsistencies; rather, the hiccup you’re encountering usually occurs due to incorrect timing or consumption of events. Ensure you callSDL_PumpEvents()
orSDL_PollEvent()
regularly in your main loop before polling the keyboard state viaSDL_GetKeyboardState()
, as omitting this step can cause intermittent input glitches. Additionally, be careful not to rely solely on event-driven actions (like responding immediately to aSDL_KEYDOWN
event for state management) alongside polling methods, as that mix could potentially introduce lag or missed detections when multiple keys are pressed simultaneously.A cleaner, more reliable solution often involves purely state-driven input handling: use event polling solely to update boolean flags representing current key states (with each paddle having separate boolean flags), and act on paddle movement each frame based purely on the state of these flags. Ensure you’re updating all paddle positions consistently every frame after processing input state so there’s no dependence on specific events triggering immediate paddle movement. SDL can handle simultaneous key presses without issue if your code structure cleanly separates event handling and logic updates. Adopting this separation of concerns and clearly distinguishing between “key currently pressed” state management and event processing typically eliminates the intermittent frame-lag issue you’ve described.