Interaction from the player that corresponds to action in the game. Or in simpler terms - pushing buttons!
1
vote
1answer
57 views
Brief pause after keypress
After i press and hold the key it goes forward once then pauses for a second or less then goes forward on forever. My problem is the brief pause I cant locate the issue. Thanks for your help.
...
1
vote
1answer
33 views
All libGDX input statements are returning TRUE at once
I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop:
@Override
public void render(float delta) {
...
0
votes
1answer
47 views
What input and window handler should I learn for complement OpenGL? [closed]
I have a good base in C++ programming and I did some 2D games using SDL. Now I want to start making 3D games, but as much as posible, I want to learn following the standars of the profesional ...
2
votes
3answers
149 views
What are reasons for input polling vs. input events?
I noticed people use both - but is there any empirical evidence when it's better to use one over the other?
This is related but not quite a 'why use either' or even 'why use both': Polling vs event ...
0
votes
2answers
77 views
Detecting key press only once [duplicate]
Have a question on keyboard inputs. Currently I am using this method to read my input, Gdx.input.isKeyPressed(Input.Keys.A), it is working fine. But I do realized at times there are multiple instances ...
0
votes
0answers
31 views
Trapping mouse, but not keyboard input, in SDL
I am writing a game (FPS-style) using SDL that I would like to run in windowed mode. I would like to trap the mouse cursor in the window, but I would like to be able to alt-tab out of the game, so I ...
0
votes
1answer
187 views
How to implement input handling in a C game engine?
I am starting to learn C programming (though I have a lot of experience using higher-level languages). I want to write a game engine using C and OpenGL. I think I understand the graphics rendering ...
2
votes
1answer
99 views
When do you get Mouse.getstate().X or Y as negative?
I am creating a game in which I use a function:
int x()
{
int px = 100;
int pxend = 128;
int xx = 0;
for (int i = 0; i < 6; i++)
...
0
votes
0answers
11 views
Grab mouse input in OpenTK? [duplicate]
I've searched a lot on the Internet but I can't seem to find any code that works with the current OpenTK, that "grabs" the mouse input (just gives the delta-x and delta-y, for camera rotation for ...
1
vote
1answer
147 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
112 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
63 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
72 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
164 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
193 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 ...