Interaction from the player that corresponds to action in the game. Or in simpler terms - pushing buttons!

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2
votes
1answer
185 views

How do I determine a device's default orientation?

I am developing a game with accelerometer controls. This works well on all the mobile phones I've tested it on. However, when testing on a tablet, the y and x axes are reversed, presumably because the ...
2
votes
3answers
442 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
2answers
54 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
37 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. ...
3
votes
0answers
314 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 ...
2
votes
0answers
48 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
votes
0answers
34 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
299 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
1answer
50 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 ...
0
votes
1answer
123 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[] = ...
4
votes
3answers
3k views

Trap mouse in SDL

How can I trap the user's mouse inside my game? It's not a fullscreen game, but I want it so that the user cannot drag the mouse to outside the screen. Do I have to check the coordinates of the mouse ...
-1
votes
1answer
439 views

Windows Events lag behind

I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
1
vote
1answer
57 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
43 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
119 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
60 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 ...
13
votes
2answers
475 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 ...
1
vote
1answer
131 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 ...
22
votes
2answers
7k views

How to make a character jump?

I am currently making a game in C# using Direct X 9.0. The game remake is Donkey Kong NES. I have nearly everything completed, but I am having problems with the physics of Mario's jump. I have ...
1
vote
1answer
280 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 ...
2
votes
1answer
186 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: ...
1
vote
2answers
132 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
1answer
88 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 ...
1
vote
3answers
916 views

Efficiently checking input and firing events

I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events: internal ...
0
votes
1answer
118 views

Why does my object “jump” immediately as the game starts?

I'm having a problem where, when I start my game, my game object (a 3D plane) immediately jumps 300 pixels or so. I suspect this has something to do with my joystick handling code that I've written to ...
5
votes
2answers
701 views

Fighting Game and input buffering

In fighting game, there is an important thing called input buffering. When your character is doing an action, you can input the next action that will activate as soon as possible (the buffer is 5-10 ...
0
votes
2answers
177 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
votes
1answer
94 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
2answers
103 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 ...
6
votes
3answers
1k views

multi touch on HTML5 with JavaScript?

How action game controls should be implemented so that they would work on smart phones as well? At the moment I use wasd/arrow keys and I am able to handle for example two keys down at the same time. ...
2
votes
2answers
98 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 ...
2
votes
1answer
339 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 ...
9
votes
1answer
576 views

Portable buffered keyboard input for XNA / MonoGame?

As a preliminary solution, I am currently using the Nuclex framework in an C#/XNA game project for buffered keyboard input. Sadly, nuclex relies on SlimDX.Directinput.dll and therefore to my knowledge ...
0
votes
1answer
272 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 ...
8
votes
6answers
4k views

How should I parse user input in a text adventure game?

Parsing user commands in a text adventure is a spectrum from Adventure's simple "go north" to some mind-bogglingly clever ones in hhgttg. I seem to remember reading nice how-tos in computer magazines ...
1
vote
0answers
69 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
143 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
114 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
60 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
80 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
240 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
3answers
438 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 ...
0
votes
2answers
708 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
146 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
14 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
455 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 ...
-1
votes
1answer
771 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 ...
4
votes
2answers
117 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
464 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, ...
1
vote
1answer
166 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 ...