Interaction from the player that corresponds to action in the game. Or in simpler terms - pushing buttons!
0
votes
0answers
22 views
Modern lag or latency requirements for screen reaction on keyboard keypress? [on hold]
What are modern real-time game requirements for the time between key press and reaction on screen to be considered an excellent gaming experience? By excellent gaming experience I mean that player ...
0
votes
1answer
118 views
Handling player and AI in a component based structure dynamically?
I'm trying to find a way to allow both input and AI to call actions of an actor in a component based structure for a 2d turn based game. The actions make use of the components. To keep the system ...
0
votes
1answer
95 views
Getting a pixel of Sprite at the cursor position in Unity
Summary: I've been trying to figure out a way to use simple box colliders as a nice and efficient "first pass" collider. For the "second pass", I want to check that the area clicked has an alpha value ...
0
votes
0answers
22 views
how to disable touch in Quintus?
hi i'm new in web games development and trying to build card game using the Quintus game engine i have object called card i can touch and drag it in the screen but i want just to touch and drag it one ...
0
votes
1answer
23 views
Checking whether a specific key was pressed in enchantJS
I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys).
From this page ...
1
vote
5answers
80 views
What to do with input during movement?
In a concept I'm working on, the player can move from one position in a grid to the next. Once movement starts it can't be changed and takes a predetermined amount of time to finish (about a quarter ...
0
votes
0answers
10 views
How do I simultaneously capture and play sound with SlimDX/DIrectSound?
Is it possible to simultaneously capture microphone input and play back some other sound, using DirectSound via SlimDX? How?
0
votes
1answer
99 views
Press multiple switches to unlock the door
I made 2 scripts, one that is a switcher and one that checks if object is switched (Switch, SwitchCheck).
Switch script (it's on 2 objects that are switches and both objects have colliders with ...
0
votes
1answer
28 views
Moving multiple hingejoints based on joystick input
I'm controlling a 2D side-viewed (facing right) stickman with a joystick. The movements are fairly intuitive:
Joystick down -> Stickman crouches down
Joystick up -> Stickman stretches out
...
12
votes
3answers
241 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
178 views
C++ timer function acts as if time limit is instantly reached if it is less than 1 second [closed]
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
103 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
189 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
174 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 ...
1
vote
1answer
111 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
68 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
40 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
117 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
41 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
57 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
103 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
93 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
93 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
173 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
2answers
322 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
87 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
67 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
175 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
122 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
317 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
516 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
220 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
281 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
236 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
597 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
205 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
220 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
114 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
195 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
668 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
171 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
150 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
76 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
96 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
378 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
2k views
Detecting key press only once in Libgdx [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
417 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
175 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++)
...
2
votes
1answer
757 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 ...