Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 730447
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 14, 20262026-05-14T06:54:46+00:00 2026-05-14T06:54:46+00:00

I’m so close! I’m using the XNA Game State Management example found here and

  • 0

I’m so close! I’m using the XNA Game State Management example found here and trying to modify how it handles input so I can delay the key/create an input buffer.

In GameplayScreen.cs I’ve declared a double called elapsedTime and set it equal to 0.

In the HandleInput method I’ve changed the Key.Right button press to:

if (keyboardState.IsKeyDown(Keys.Left))
                    movement.X -= 50;

                if (keyboardState.IsKeyDown(Keys.Right))
                {
                    elapsedTime -= gameTime.ElapsedGameTime.TotalMilliseconds;
                    if (elapsedTime <= 0)
                    {
                        movement.X += 50;
                        elapsedTime = 10;
                    }
                }
                else
                {
                    elapsedTime = 0;
                }

The pseudo code:

If the right arrow key is not pressed set elapsedTime to 0. If it is pressed, the elapsedTime equals itself minus the milliseconds since the last frame. If the difference then equals 0 or less, move the object 50, and then set the elapsedTime to 10 (the delay).

If the key is being held down elapsedTime should never be set to 0 via the else. Instead, after elapsedTime is set to 10 after a successful check, the elapsedTime should get lower and lower because it’s being subtracted by the TotalMilliseconds. When that reaches 0, it successfully passes the check again and moves the object once more.

The problem is, it moves the object once per press but doesn’t work if you hold it down. Can anyone offer any sort of tip/example/bit of knowledge towards this? Thanks in advance, it’s been driving me nuts. In theory I thought this would for sure work.

CLARIFICATION

Think of a grid when your thinking about how I want the block to move. Instead of just fluidly moving across the screen, it’s moving by it’s width (sorta jumping) to the next position. If I hold down the key, it races across the screen. I want to slow this whole process down so that holding the key creates an X millisecond delay between it ‘jumping’/moving by it’s width.

EDIT: Turns out gameTime.ElapsedGameTime.TotalMilliseconds is returning 0… all of the time. I have no idea why.

SOLVED: Found out gameTime.ElapsedGameTime.TotalMilliseconds was returning 0… moved it somewhere else.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-14T06:54:46+00:00Added an answer on May 14, 2026 at 6:54 am

    Found out gameTime.ElapsedGameTime.TotalMilliseconds was returning 0… used the GameTime parameter in the Update method to set a public double variable called GameT. GameT was then used in the HandleInput method and returned the valid times. Not the most legit way to do it, but it works for now.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm trying to decode HTML entries from here NYTimes.com and I cannot figure out
I have a .ini file as follows: [playlist] numberofentries=2 File1=http://87.230.82.17:80 Title1=(#1 - 365/1400) Example
I am trying to understand how to use SyndicationItem to display feed which is
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I have a jquery bug and I've been looking for hours now, I can't
Basically, what I'm trying to create is a page of div tags, each has
I have a string like this: La Torre Eiffel paragonata all&#8217;Everest What PHP function
I am reading a book about Javascript and jQuery and using one of the
I'm using v2.0 of ClassTextile.php, with the following call: $testimonial_text = $textile->TextileRestricted($_POST['testimonial']); ... and

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.