Interaction from the player that corresponds to action in the game. Or in simpler terms - pushing buttons!
1
vote
1answer
63 views
Entity Component Systems, Input, and Angry Birds!
I am using Artemis ECS. I have the very basics of a game already. I am now trying to determine how to gracefully handle input and to a lesser extent collisions. Some people say with ECSs, everything ...
4
votes
2answers
107 views
Asking the user to place the joystick in the center while calibrating
I would like to know why exactly calibration programs (usually?) ask the user to place the joystick in middle, that is: Why isn't moving the handle in a complete circle (usually?) enough to calibrate ...
1
vote
1answer
36 views
LWJGL Wait for key press in a single method
Currently I am implementing the possibility in my game to change the keyboard configuration.
Therefor, I have a menu in which is a button for each action the player can do. If the player clicks on one ...
0
votes
1answer
54 views
Input events slow on unity Update function
I have this running on the Update() on Unity. I am trying to create a page swipe feature on my game, but the problem is there is a half second delay when printing "dragging" to "end drag" when I ...
1
vote
1answer
90 views
Registering InputListener in libGDX
I'm just getting started with libGDX and have run into a snag registering an InputListener for a button. I've gone through many examples and this code appears correct to me but the associated callback ...
0
votes
1answer
165 views
Design question: How to handle input more efficiently?
I'm designing a system to handle the keyboard input for my game. To get it more simple, I have a class that has two methods, KeyUp and KeyDown which tell me which key has been pressed, this is already ...
1
vote
1answer
52 views
Getting mousemovement despite mouselock - unity
I have lockcursor so the cursor doesn't leave the screen, but now i have to rotate an object based on mouse movement (think garrys mod item rotation) but the mouse cursor is obviusly locked to the ...
0
votes
2answers
65 views
How do you capture keyboard and mouse input for an HTML5 game?
Is there an accepted method for capturing player input in HTML5 games? I have seen several methods, and the browsers seem to be in varying states of implementation; On MDN they tell you not to use ...
1
vote
2answers
179 views
What is an acceptable input delay?
It is common knowledge that if the framerate of a game is over 25-30 fps, we humans perceive it as running smoothly (more is better but if it is above that it at least doesn't lag).
Is there any ...
7
votes
2answers
355 views
Input management techniques in large games
Is there a standard technique for managing input in large games. Currently, in my project, all input handling is done in the game loop, like so:
while(SDL_PollEvent(&event)){
...
2
votes
3answers
127 views
How can we validate subjective inputs from a client?
Let's propose for a minute where we have a game using something like the Virtuix Omni. You track feet movement. You track the speed at which they run. Now, let's suppose we want to translate this into ...
0
votes
2answers
130 views
Gravity and collision detection interfering with player movement
I am attempting to implement collision detection for a 2d sidescroller game and I'm having trouble keeping gravity from interfering with player movement.
Every frame I get and handle input, creating ...
1
vote
2answers
264 views
Entity system game design and input handler
I have started create a lightweight game engine with Ogre and C++. I have a abstract component class and an abstract entity class.
#ifndef ENTITY_HPP_
#define ENTITY_HPP_
#include <string>
...
1
vote
2answers
127 views
LWJGL multiple keyboard/mouse input checks
As in many game libraries such as LWJGL, you can check mouse/keyboard events with Mouse.isButtonDown or Keyboard.IsKeyDown.
I want to check for button/key presses, not if it's currently pressed down ...
2
votes
2answers
112 views
Manage user input and diffentiate it between the player and the app
I hope the title makes sense. Basically, I am trying to figure out how the app will know I the input I am sending it is meant for the app and not the player, and vice-versa.
(It is very similar to ...
3
votes
1answer
106 views
Handling actions in component based multiplayer game
Please stay with me as I explain my question.
I'm creating a multiplayer game. My design pattern follows broadly thoughts described in the post here.
The idea is that each actor whether be it a ...
-1
votes
1answer
259 views
How can I support PS3 controllers in my Java game?
Is there a lightweight open source library that would allow me to get PS3 controller input and use it in a program (for OS X and Windows) that I am writing in Java? The alternatives I were looking at ...
3
votes
4answers
207 views
Networking gampeplay - Sending controller inputs vs. sending game actions
I'm reading about techniques for implementing game networking.
Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
0
votes
1answer
72 views
Input events not working simultaneously on android devices in libgdx
I am making a simple platform game in Libgdx... in which I have made the player to move left, move right and jump. The code works fine on Desktop but on Android devices, Jump is not fired when the ...
-1
votes
1answer
78 views
Input rendering
Suppose I have a simple game model (designed with MVC pattern):
There is a World, there is a WorldRenderer and there is a GameController.
Now, World is a model of the world, i.e. game state. ...
0
votes
1answer
190 views
libgdx keyboard input
I'm trying to figure it out how to check if keyboard key was released. I tried messing around with InputMultiplexer, InputProcessor, etc. Nothing helped. Not enough documentation from lib developers ...
5
votes
1answer
464 views
How do I read input from multiple keyboards/mice on one computer?
I want to be able to read inputs from multiple keyboards and still differentiate them. It's for split-screen. I know it's possible, because Serious Sam 3 allows it.
Edit : Well a whole lot of my ...
0
votes
0answers
33 views
Move towards fails Slick2d
Vector2f move = new Vector2f(0, 0);
float mAngle = (float) Math.atan2(target.getY() - position.getY(), target.getX() - position.getX());
move.x = (float) Math.cos(mAngle) * speed;
...
0
votes
0answers
30 views
Time on touch events?
Whats the best way to have a touch even cause an action for a specific period of time or deltaTime?
It seems like it should be simple, but I have tried while and for loops based on int counts for ...
1
vote
2answers
98 views
Correct way/How to think to plan out “control/animation flow”?
So basically, a problem I've had in past attempt at making games (little playing around with stuff): how to do a correct, non-sloppy way of planning the flow of animations/control?
Let's take an ...
1
vote
1answer
55 views
Which key bindings to use for switchable primary and secondary attacks?
I am making a game in which the player can have a primary and secondary weapon (like an ability). These are my current planned key bindings:
Action | Effect
-----------------
Click | Shoot primary ...
1
vote
0answers
89 views
Why is my XInput gamepad press stamp not working?
I'm trying to add basic gamepad input to my c++ DirectX game but i'm having some trouble creating a press stamp (registers the press only the first time it's pressed if button held down).
The entire ...
1
vote
1answer
69 views
How to check default axis orientation on device?
I am developing a game which uses the accelerometer to move the character. It works fine on all the mobile phones tested on.
However when testing on a tablet, it seems the y and x axis are reversed I ...
2
votes
4answers
417 views
RPG movement holding down button
I've been writing a simple top down mini RPG in python.
My problem is that when I move the player I have to repeatedly tap the arrow key. Each time I tap the key the player moves 5 PX in the ...
0
votes
1answer
149 views
How to prevent the player from clicking too fast [closed]
I'm having trouble with some bullets in my game, the M1911, which is supposed to be semi-auto is only capable of shooting one projectile per mouse click (trying to learn how to do multiple ones at ...
0
votes
1answer
93 views
Client send rate for network games
As I understand for a client server model, it's common practise to send input to the server and then the server applies the input to update the state of the game. The server then sends updates to ...
1
vote
1answer
138 views
Can not enable IME to capture Chinese characters in SharpDX
Just found that direct integration of IME is blocked in Windows 8, moving on to TSF now.
By now, there is lack of Microsoft's Document about TSF, this will be hard.
I am using SharpDX and the ...
1
vote
1answer
84 views
LibGdx: How do I combine 2 GestureListener objects from 2 seperate classes into 1 GestureDetector
I'm trying to make 2 separate classes, 1 a VirtualJoystick class and 1 a VirtualButton class. I want to implement a GestureListener class in each, it just seems like good code to do so, but when I go ...
1
vote
0answers
43 views
Translating an object with a joypad
I'm trying to move a 3D plane with my mouse joysticks. At the moment my code, inside the Update method, is as follows:
xMin1 += Input.GetAxisRaw("LeftRight");
yMin1 += Input.GetAxisRaw("UpDown");
...
2
votes
3answers
753 views
InputManager in Unity
I´m having a rough time trying to figure out a proper way of dealing with key mapping and key bindings in unity.
The built-in unity input manager is useless to me since it doesnt support key mapping ...
0
votes
0answers
131 views
fire multiple events in InputListener
I have two Actors on my stage in libgdx and and both have a InputListener. I override the touchDown method and it works fine. My Problem is that when I press my Actor Z and a second later Actor Y only ...
0
votes
0answers
65 views
Top down 2D camera in relation to keyboard commands
I have a basic 2D camera:
transform =
Matrix.CreateTranslation(-position.X, -position.Y, 0) *
Matrix.CreateRotationZ(-rotation) *
Matrix.CreateScale(new Vector3(zoom, zoom, 1)) *
...
0
votes
2answers
294 views
How to I rotate a triangle by dragging the mouse in libGDX?
More specifically, I have rotation working in a way I don't like as follows:
//Draw the triangle using this draw method
//batch.draw(texture, x, y, ...
-1
votes
1answer
120 views
XNA Framework doesn't recognise controller [closed]
So just a little bit of XNA code:
if (this.IsActive && (Keyboard.GetState().GetPressedKeys().Length > 0 || Mouse.GetState().LeftButton == ButtonState.Pressed || ...
2
votes
3answers
295 views
How To Export Blender Game Logic for Controlling Actor Actions?
Question:
How does one export Game Logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet"?
Problem Statement:
I have a Blender model that has ...
0
votes
3answers
213 views
Input handling with callbacks
I have set up a class for input handling that allows me to create key bindings with different key behaviours such as single press action bindings where the action will only happen once if the key is ...
1
vote
1answer
289 views
Moving the camera as in a first person shooter
I am trying to implement the movement of the camera with the mouse. The result I want to achieve is the same that you get when you move your aim in a first person shooter.
Here is the code I wrote, ...
0
votes
1answer
73 views
Merging InputProcessor and GestureDetector
I'm planning to make a simple soccerball app. When I attempt to drag the ball, I use the touchDragged() from InputProcessor to move the ball left or right. Next, while holding before releasing, I use ...
2
votes
1answer
133 views
Translating a terrains position using input in Unity 3D C#
I am trying to make a terrain in Unity move, but im having trouble. Here's the code i have.
using UnityEngine;
using System.Collections;
public class NewScript : MonoBehaviour {
Camera camera;
...
-1
votes
1answer
96 views
My ClanLib based Keyboard Manager not working [closed]
I created a simple Keyboard manager to detect whether buttons are currently pressed, or if where pressed in that frame. It seems like it should work, yet it seems to not read anything. Here is my ...
11
votes
3answers
704 views
Why is forward=down mouse orientation commonly called “inverted”?
If you look at 3D games that allow you to control the camera using the mouse--most notably first-person and third-person shooter style games--you'll usually find two specific details:
By default, ...
1
vote
3answers
167 views
Unity3D smooth movement with joypad button press
First off, I'm sorry this is such a silly question, but for the life of me I can't seem to get it to work. And I've just spent the last hour trying to do so.
All I want to do is have my camera move ...
4
votes
1answer
255 views
Character Movement in 3D games
I'm either not searching correctly or there is really not a lot of material on Character Movement in 3D games.
I'm mostly interested in how people usually implement character movement in games like ...
3
votes
3answers
287 views
Unable to detect continuous keypress event in SDL
I am developing a game using SDL, and am unable to do continuous motion for my object when a key is held down.
I'm calling SDL_PollEvent() to retrieve all events during a frame, and passing each ...
6
votes
3answers
1k views
Input handling in component based design
I know this question has been asked several times, but I'm still not sure how to implement input handling in a component based engine.
The component based design I used was based on T=Machine's blog ...