I’m presuming your first language isn’t English as this question is a bit odd since GLFW provides a simple API for creating windows, contexts and surfaces, receiving input and events.
So it has nothing to do with game code like jumping.
thank your reply. No my first language isn’t English.
Thank you for the link.
What I want to say is that I want to create an key boardkey to creare an event and the carracter to move. I don;t get any errors when I relese my project however there is no movement.
bool onKeyboard(veEvent event) {
if (event.idata3 == GLFW_RELEASE) {
VEEntity*e3 = getSceneManagerPointer()->getEntity("The Cube3");
time += event.dt;
if (CharacterMotionListerner::GroundCollition) {
CharacterVelosity = -CharacterGravity * event.dt;
if ( GLFW_RELEASE)
{
CharacterVelosity = CharacterJump;
return true;
}
}
}
I can’t tell from your code extract what you’re doing, but I suggest debugging your app or adding printf/cout output to tell what happens when onKeyboard is called.
I do spot that you have if( GLFW_RELEASE ) which will always be true since this doesn’t test any of your variables against GLFW_RELEASE.