Interaction from the player that corresponds to action in the game. Or in simpler terms - pushing buttons!
0
votes
0answers
40 views
Intuitive “Take Screenshot” key mapping used by games? [on hold]
I recently had a problem testing my game on Linux Ubuntu. The Print key is intercepted by the desktop environment and It never reaches the game. Rather than fighting this, I will simply use any other ...
0
votes
0answers
95 views
Recommended main loop style
I've just begun attempting an FPS with JMonkeyEngine, but I'm currently stuck as to the best way to implement the main loop - especially with regards to non-instantaneous user actions. By that, I mean ...
1
vote
0answers
55 views
The input doesn't recognize that I release the key?
I'm creating a window (JOptionPane), in response to a collision. However, if the player is holding a key down when the window pops up, the input doesn't trigger a key release when the key is released.
...
1
vote
2answers
103 views
Input of mouseclick not always registered in XNA Update method
I have a problem that not all inputs of my mouse events seem to be registered.
The update logic is checking a 2 dimensional array of 10x10 .
It's logic for a jewel matching game.
So when i switch my ...
-1
votes
0answers
50 views
ScreenManagement better practices ?! Textbox not focusing
I saw a question here using DataTemplates with WPF for ScreenManagement, I was curious and I gave it a try I think the ideia is amazing and very clean. Though I'm new to WPF and I read a lot of times ...
1
vote
1answer
72 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
40 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
55 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
159 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
105 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
36 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
205 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
112 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
178 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
115 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
73 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
86 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
202 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
199 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
65 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
98 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
238 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
592 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
167 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
142 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
348 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
288 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 ...
3
votes
2answers
145 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
133 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
393 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
230 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
113 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
81 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
377 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
707 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
41 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
43 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
112 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
60 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
124 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
106 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
550 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
159 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
113 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
177 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
110 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
45 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
2k 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
161 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 ...