Input is data provided to a game via player interaction (through the mouse, keyboard, gamepad, et cetera).

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Multiple input not working properly

I have 3 different buttons, one for each action. I want to be able to jump and walk at the same time, but there's a little problem. jumpButton doesn't work while I'm pressing leftButton or rightButton ...
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1answer
153 views

Unity3d - c# - changing FPSInputController controls through script

For a game I am making I would like the user to be able to change the controls (in game NOT through the clunky launch window (wich i disabled)) I have the system working but don't know how to change ...
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3answers
54 views

How to architect input code to utilise state machine?

I have an InputController which currently handles all user input, so it looks at button states and updates entity intentions according to some simple rules. I'm looking to add a new state to the game ...
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0answers
15 views

GLFW - Event Polling System

I need some help on design. I'm making an event polling system, where a window is notified of events as they happen. I handle events at a system level in my GLFW backend, by using callbacks. ...
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1answer
14 views

libGDX sprite image not updating Event Handling InputHandler

I created a separate inputHandler class implementing InputProcessor. I'm using Event Handling (libgdx github page: https://github.com/libgdx/libgdx/wiki/Event-handling) public class inputHandler ...
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1answer
31 views

Getting if a key was released/pressed this frame (C++/SDL2)

Getting if a key is currently down is easy. Just return keys[scancode]: switch (ev.type) { case SDL_KEYDOWN: keys[ev.key.keysym.scancode] = true; break; case SDL_KEYUP: ...
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2answers
43 views

Using fixed timestep and interpolating states makes physics fall behind one frame. Does that affect responsiveness?

The title says it all, but let me build more into the question: I suppose everyone by now knows the Fix Your Timestep article, and its proposal to free your physics engine steps from your rendering ...
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1answer
30 views

libGDX: Why doesn't Gdx.input.isKeyJustPressed() work?

I'm trying to use the method Gdx.input.isKeyJustPressed() to check if the Android BACK button was just pressed. I don't want to use the Gdx.input.isKeyPressed method to avoid multiple calls. Here is ...
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1answer
295 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[] = ...
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0answers
16 views

LibGDX : Textfield input type

I want to change TextField input type . When I click on the textfield the android keyboard appears with all the symbols , but I want only numbers and dot (.) . TextFieldStyle textFieldStyle = new ...
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1answer
67 views

How to create scrolling input text field using Unity UI

How to create scrolling input textfield using UI in Unity 4.6.6 problems in my project are 1.Cursor is not masking 2.Scrollbar size is automatically become 0 to 1 size 3.Scrollbar is not working ...
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2answers
1k 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 ...
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41 views

LibGDX with Parallax Camera, unable to accurately select objects

So, basically I borrowed the ParallaxCamera test that LibGDX provides and got the camera set up rather nicely. However, I noticed that when I specify a speed other than 1, my game objects shifted ...
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1answer
61 views

Actor not taking touch libGDX

I am trying to handle the touch of one of the Actors in the stage. The following is the code I have written: public class MyGame extends ApplicationAdapter { private GameStage gameStage; //Game ...
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1answer
12 views

Unity: Can't access repeatDelay from StandaloneInputModule?

I have a very specific problem. I'm trying to change the repeatDelay variable within my StandaloneInputModule, but it's not coming up as a variable. All of the other variables come up when I use ...
1
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1answer
67 views

Event-/Input system with SFML: Cannot move diagonally in 2D

I am a beginner in anything with game development. I written a small prototype in which i can move a square around with the arrow keys. For that i use SFML. At the moment i experiment around with my ...
2
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1answer
54 views

GetButtonDown for Unity keyboard UI navigation?

By default, Unity's keyboard navigation for buttons seems to check for GetButton rather than GetButtonDown--if a menu has 5 items and I hold the down arrow, it'll scroll very quickly to the bottom. ...
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1answer
66 views

Game Controller that is constantly changing

I'm writing a game where the main character is a ghost, and therefor can possess just about everything. The problem is, I'm not sure how to efficiently & effectively handle the changing actions of ...
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5answers
8k views

Handling keyboard and mouse input (Win API)

There is a number of ways to catch mouse or keyboard under Windows. So I tried some of them, but every of them has some advantages and drawbacks. I want to ask you: Which method do use? I've tried ...
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2answers
53 views

How can you have the Input Manager Axis values snap to 1 (or -1)?

When a selected key is pressed in Unity, the Input Manager's Input.GetAxis("Horizontal") function returns a gradually increasing number up to 1 (or negatively -1) for the length it is held down. The ...
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3answers
263 views

Problem getting mouse events while keys held down in SDL2

I'm attempting to write input capturing code using SDL2 on Windows. However, I'm running into a problem. Whenever a key is held down, the SDL event queue has no mouse movement, nor will the mouse ...
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0answers
43 views

Unity Input manager with chain of responsibility and delegates

I am working with unity and I am trying to build a better input system for my game. In essence there would be a singleton class that is the input manager. The player would subscribe to the manager ...
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1answer
36 views

Unity3D - Change player input axes on trigger

Hope someone can help me with this, it seems like it should be a simple problem but that only makes it more frustrating! I have a simple game where you roll a ball around by applying force to the ...
2
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1answer
104 views

Unity joystick input acting strange

After setting up my joystick axes in Unity and sweeping them around I find that the Y-axis jumps to the opposite direction in certain positions. So, when I press up on the joystick, the input will ...
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0answers
20 views

In HLSL pixel shader, why am I getting [-256.0, 256.0] values in SV_POSITION input?

My question is basically in my DirectX11 pixel shader, why am I getting a range of values from -256.0 to 256.0 in the SV_POSITION input instead of the supposed values from 0.0 to ViewportWidth and 0.0 ...
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0answers
54 views

How do I manually submit a new UI InputField in code?

I need some conditions for submitting the text inside of an Inputfield, however I cannot find a way to do this via code. I was expecting something simple like with WPF or WinForms, but I cannot find ...
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1answer
46 views

Given a constant rotation and target point, find position so that point will be in camera center

Given a fixed rotation and a target "center" point, how to I find the position the camera should be in so that that point is the center? LookAt changes the rotation keeping the position constant. ...
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5answers
3k views

Input/Output console window in XNA

I am currently making a simple game in XNA but am at a point where testing various aspect gets a bit tricky, especially when you have to wait till you have 1000 score to see if your animation is ...
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1answer
119 views

Handling input with callback functions

I'm not sure if I understand callback functions completely - they are functions that another function calls? This seems like a powerful tool, especially w/r/t handling input. I've written up this ...
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2answers
737 views

Detecting a click on a tile

I'm making a simple tile-map system in LWJGL, and I'm trying to figure out how to detect if the mouse is clicking inside of a tile. So far no matter where I click it's always the same tile that is ...
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4answers
14k 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 ...
5
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2answers
3k 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 ...
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7answers
3k views

Implementing pausing functionality

I'm working in LWJGL and trying to implement pausing when the user presses the 'P' key. Thus far I have this: boolean gamePaused = false; while(!Display.isCloseRequested()){ ...
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2answers
653 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 ...
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3answers
405 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 ...
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0answers
24 views

Change pointerDrag target during a drag

In Unity, I am trying to change which GameObject is receiving drag messages from my EventSystem's StandaloneTouchInputModule. E.g., while I'm dragging one object, a script reassigns who is receiving ...
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2answers
19k 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 ...
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1answer
56 views

Button image on game menu is updating too slow

I'm using SDL2 and i'm facing a problem with my game menu buttons. Every time i detect that the mouse pointer is over a button of the menu i update the image of the button (from MOUSE_OUT to ...
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1answer
32 views

Making a ordered list iterator [closed]

Noob here, I am trying to display a list of a vector with ascending numbers. To display the list I iterate through the following code. cout << "\nYour games list is: \n"; for (iter = ...
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2answers
37 views

Flushing KeyboardState

I'm using a simple InputManager class for an XNA game with keyboardState and lastKeyboardState that gets updated and has KeyDown/KeyReleased/KeyPressed functions... but ran into a small problem: I ...
2
votes
2answers
2k 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 ...
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0answers
60 views

Proper joystick input processing

Take for example, the Xbox One controller. XInput returns joystick input along 2 axis (x & y). I'm not sure if the hardware just measures voltage across 2 axis or not, I'm not very knowledgeable ...
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votes
1answer
51 views

Sprite movement only works the first time, can't figure out why [closed]

In my libGDX game I have finally managed to get the sprite to move the way I want him to but for some reason my desired outcome only works the first time I run the code. If I try to run it again, he ...
0
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1answer
110 views

LibGDX how to efficiently handle button presses

I'm making a simple 2D game for android using LibGDX. My game needs to have many buttons in it that fire off a method when pressed, and I was wondering what the best way to do this would be. I tried ...
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votes
1answer
89 views

How can I implement input handling into my game?

I'm making a libgdx game where the player dodges falling objects. To move the player I have it set so that on desktop he moves left and right when you press A and D respectively. I am trying to ...
2
votes
1answer
2k 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 ...
2
votes
5answers
4k 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 ...
2
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2answers
333 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 ...
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233 views

In GM Studio, how do I prompt the player for a password?

I could make strings in earlier Game maker versions, but it doesn't work in the Studio version when I try. The code I used: When Left Mouse Clicked on Password Bar: var str; str=get_string("Crack ...
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1answer
90 views

In Unity, how can I check if an input was made x seconds/frames ago?

I'm using the Rewired input plugin, and it comes with an input buffer. I enabled the buffer for my directional keys and airdash button so that the player doesn't have to hit both keys on the same ...