Interaction from the player that corresponds to action in the game. Or in simpler terms - pushing buttons!
11
votes
3answers
164 views
Player fatigue for tablets?
I'm thinking about making games for tablets. Coming from a PC/console background, I'm keenly aware of the huge differences in the user interfaces, and that I need to design it with the target platform ...
0
votes
1answer
91 views
C++ timer function acts as if time limit is instantly reached if it is less than 1 second [on hold]
I'm trying to make a Snake clone with C++ and OpenGL/GLUT, but I've been having trouble with programming the timed input. I made a timer class, as you'll see below, to be used for the short time ...
1
vote
1answer
57 views
game server/client user input/event handling
I'm currently getting my feet wet in the realm of networking, so I set a goal to make a simple client/server game using SFML for both graphics and networking. In my head it seemed easy at first, but ...
1
vote
2answers
112 views
Act on Right Mouse Button click on Button
I want to be able to listen for a right mouse click onto a TextButton. Is this possible without removing the default ClickListener of the TextButton? If yes, how? Or should I use a different listener?
...
0
votes
2answers
123 views
Problem with moving player through a secript by a set distance
I am currently trying to add a sort of "dash"-ability to my sidescroller.
What I try to do, is to let the player press a key where a simple key-press causes the player to move quickly into one ...
0
votes
1answer
72 views
Input handling between game loops
This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question.
I have three loops in my game engine which are input-loop, update-loop and render-loop. ...
1
vote
3answers
46 views
Key Handling mechanics
I am new to game development and am working on my first game using OpenGL and C++.
I have a game class which handles everything necessary in an update() function.
Now i want to handle keyboard inputs. ...
0
votes
0answers
28 views
XNA Guide text input - maximum length
so I am using Guide.BeginShowKeyboardInput to get the user to enter their username. I would like this to be limited to 20 characters, and it seems to break expected behaviour to let them input ...
0
votes
1answer
38 views
SDL2 - Ignoring repeated key input until key is released
I'm currently using SDL_GetKeyboardState to capture key states once per frame. This works great for input that I want to handle for as long as a key is pressed (i.e character movement) but creates a ...
0
votes
1answer
32 views
When to get input state: multiple times or one time in a static class?
Let's say I have these classes:
Player
Here I want to make the player jump:
current_state_ = Keyboard.GetState();
if ((current_state_.IsKeyDown(Keys.Space) || ...
1
vote
1answer
49 views
Multiple keypresses causing wierd results in SDL
I have been building a pong clone. I've been using a mixture of peoples different code to understand the way they structure their games as well as reading on game patterns. Currently I've gotten to ...
0
votes
2answers
85 views
Smooth input handling in Java [closed]
I am writing a Java game.
My problem is to get a really smooth input. If I hit the key W the character has to go forwards, but if I hit A and release the W key, the character doesn't go left ways :( ...
0
votes
0answers
69 views
class instance issue
Currently, i am working on a project which deals with several parts.
First, I want to interface with a Sidewinder Force Feedback 2 joystick in Unity using SharpDX and SharpDX.DirectInput libraries.
...
0
votes
1answer
76 views
LWJGL - Keyboard.next() not firing
I am trying to make a class which will handle all of my inputs, however Keyboard.next() isn't returning true. Here is my code.
while(Keyboard.next()) {
if(Keyboard.getEventKey() == ...
1
vote
1answer
95 views
How do I make my SFML mouse position capture fast enough?
I'm new to game development and making a Pong clone in SFML. I am trying to set the screen's top and bottom as bounds for the paddle.
Here is my attempt:
#include "main.h"
#include "objects.h"
int ...
2
votes
0answers
110 views
Adding touch/click event to a bitmap in android
In my android game, there is a surfaceview which has 36 bitmaps drawn on it. I want to change the bitmaps when they are touched. Is there a way implement touch or click event to the bitmaps ?
Adding ...
1
vote
1answer
76 views
XNA - Prevent Holding of Mouse Button as Part of an Input Handler Game Component
I'm using C# XNA 4.0 Refresh.
I'm working to create an InputHandler Game Component for my XNA game to handle all of the keyboard and mouse input.
I used SixOfElevens RPG Game Tutorial (Here - ...
1
vote
1answer
56 views
How can I check for key releases between keyReleased callbacks?
Slick2D's Input class has a isKeyPressed() method that returns a boolean value according to whether the specified key has been pressed. I want to check if a key has been released in the same fashion.
...
1
vote
1answer
145 views
How can I have human-readable key names in a configuration file?
Given a file mapping keys to controls, such as this:
up w
down s
left a
right d
jump space
run shift
crouch ctrl
The values need to be converted into game commands, ...
2
votes
1answer
92 views
Passing Input to Compute Shader
I am using D3D11 on D3D10 hardware, trying to get a very simple compute shader to run (my hardware supports cs_4_0).
What is the best way to pass data to the compute shader?
I've seen some samples ...
1
vote
1answer
217 views
Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Warning! Wall of text (see <TL;DR> paragraphs below for short version)
I have been noticing something in quite many games (most recently in cutting-edge RTS games such as Uber Entertainment's ...
13
votes
2answers
507 views
How can I stop the player from drifting due to local input prediction when they stop?
I'm working on a 2D server-client multiplayer game engine (which you can try here). It uses WebRTC DataChannels. (The connections are peer-to-peer, but the host peer still acts as a server.)
The ...
2
votes
1answer
202 views
does order of updates and renders matter?
I know in a game loop there needs to be an order like physics should update before rendering. So, I have created two separate functions: update and render and the game loops like below:
...
0
votes
1answer
166 views
How to handle simultaneous mouse and keyboard input with sdl?
I'm making a game in SDL2 that so far is basically just a top down shooter, where the player aims at the mouse. When I run the game, you can move properly and shoot properly, and shoot and move the ...
0
votes
2answers
206 views
How can I make my sprite jump up and move forward at the same time?
I'm trying to make a sprite's movements work. For some reason, he can only jump and then move, or move and then jump, but never at the same time. I'm using InputProcessor and a TiledMap system. ...
1
vote
1answer
437 views
Handling XBox 360 Controller Connections in LibGDX after Game has Started
I am currently making a game with the java library LibGDX and want to add XBox 360 controller support using the GDX-Controllers extension. At the moment I have a setup where I create a listener to ...
1
vote
2answers
166 views
Can I trigger input/controls via code?
I have the 3rd person controller in my game, which moves with the WASD keys.
But since I am developing for a mobile release, I want touch controls.
I have already the touch control-script in a new ...
0
votes
2answers
169 views
How can I access LWJGL's Keyboard from a thread other than the graphics thread?
I'm loving LWJGL, but have been running into a number of odd problems with it. Most of it seems to deal with the fact that OpenGL is a state-machine and was only ever meant to be accessed from a ...
2
votes
2answers
105 views
How do I smooth out of the effects of a too-sensitive control?
I have a game that takes input from a joystick. If you tilt the joystick right, the ship moves right linearly according to how much the joystick is tilted. So if you tilt the joystick twice as much ...
0
votes
1answer
156 views
LWJGL: Camera distance from image plane?
Let me paste some code before I ask the question...
public static void createWindow(int[] args) {
try {
Display.setFullscreen(false);
DisplayMode d[] = ...
0
votes
1answer
449 views
How to manage input state in Unity3D?
In Unity3D how do I manage input among many components, especially in relation to "blocking" input messages to certain components?
To make my question clear, an example:
Component 1: Input Manager
...
1
vote
0answers
73 views
The input doesn't recognize that I release the key? [closed]
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
159 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
vote
1answer
133 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
69 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
88 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
310 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
1k 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 ...
2
votes
1answer
381 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
161 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
15 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
610 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
118 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 ...
3
votes
0answers
407 views
AndEngine- OnAreaTouched
In my AndEngine-based game there are a few sprites on the scene. One sprite acts as a surface and the rest of them are placed on top of this surface. I want to take unique actions whenever any of the ...
1
vote
1answer
213 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
475 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
2k 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
265 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
127 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 ...
1
vote
2answers
217 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 ...