joystick | joystick for cocos2d-x v3.3 | Game Engine library

 by   cheyiliu C++ Version: Current License: Apache-2.0

kandi X-RAY | joystick Summary

kandi X-RAY | joystick Summary

joystick is a C++ library typically used in Gaming, Game Engine applications. joystick has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

joystick for cocos2d-x v3.3.
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            kandi-support Support

              joystick has a low active ecosystem.
              It has 12 star(s) with 8 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. On average issues are closed in 755 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of joystick is current.

            kandi-Quality Quality

              joystick has no bugs reported.

            kandi-Security Security

              joystick has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              joystick is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              joystick releases are not available. You will need to build from source code and install.

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            joystick Key Features

            No Key Features are available at this moment for joystick.

            joystick Examples and Code Snippets

            No Code Snippets are available at this moment for joystick.

            Community Discussions

            QUESTION

            Using Nipplejs in Vue with Quasar
            Asked 2021-Jun-03 at 11:46

            i am trying to use Nipplejs in my Vue Project with quasar Components.

            I installed nipplejs by npm install nipplejs --save.

            I tried to integrate the nipple with the following code:

            ...

            ANSWER

            Answered 2021-Jun-03 at 11:46

            If you would look into the definition of options variable you created. You would see it is of type { zone: HTMLElement; mode: string; color: string; }.

            You must assign a type to the options variable.

            Source https://stackoverflow.com/questions/67820784

            QUESTION

            Arduino ide not declared in scope problem
            Asked 2021-Jun-01 at 00:49

            Hello I am making radio controler for tank but I have problem with joystick code. Every time when I had same problem with ('JR' was not declared in this scope) in Serial.print('JR'); line. I don't have a lot of experince with arduino so it can be easy to solve problem. Can somebody help me? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

            ...

            ANSWER

            Answered 2021-Jun-01 at 00:49

            Your problem is that you are declaring JR as a local variable in void setup. If you want to use in void loop() you have to declare it as a global variable. You will have the same issue with the other ones, so you have to do the same with JR, JL, K10, etc...

            You can try this code:

            Source https://stackoverflow.com/questions/67780226

            QUESTION

            ADB Accessibility Focus Change
            Asked 2021-May-29 at 14:49

            I would like to know how to make the ADB adjust the accessibility focus while Talkback is on. I have tried:

            ...

            ANSWER

            Answered 2021-May-29 at 14:49

            My answer here is going to be as succinct as possible. My full code is available on GitHub.

            As far as I am aware, a developer cannot perform an accessibility action via ADB, they would have to create an Accessibility service in order to act on behalf of an Accessibility user and create a Broadcast Receiver so that it can take input via the ADB. This is two thirds of the answer, requiring one more component as developers cannot activate accessibility services via the ADB! This has to be done manually each time accessibility is toggled or through accessibility shortcuts - of which there can be only one. EDIT I figured this bit out as well :)

            Accessibility Service

            The developer documentation provides a mechanism for an Accessibility Service:

            An accessibility service is an application that provides user interface enhancements to assist users with disabilities, or who may temporarily be unable to fully interact with a device. For example, users who are driving, taking care of a young child or attending a very loud party might need additional or alternative interface feedback.

            I followed the Google Codelab to construct a service that could take actions on the part of a user. Here is a snippet from the service, for swiping left and right (user navigation):

            Source https://stackoverflow.com/questions/66790141

            QUESTION

            Steering motion in Godot Engine
            Asked 2021-May-20 at 14:53

            I would like to learn about game development in Godot Engine. I'm trying to make a mobile game similar to the game Missiles:

            Right now I have a functioning joystick. I get the value as a normalized Vector2:

            ...

            ANSWER

            Answered 2021-May-20 at 14:53
            Velocity

            If we are talking about KinematicBody2D and velocity we are talking of a script something like this, give or take:

            Source https://stackoverflow.com/questions/67620139

            QUESTION

            RxAndroidBLE already connected and can't send data to IoT device
            Asked 2021-May-13 at 19:25

            I have an IoT device with BLE on it and also I have a smartphone which support BLE protocol. I am using RxAndroidBle: com.polidea.rxandroidble2:rxandroidble:1.11.1 The problem is to communicate each other. I have established connection:

            ...

            ANSWER

            Answered 2021-May-13 at 19:25

            Is there a way to send data every 300 ms to IoT device?

            Of course there is. If there is no external source of the data to send one could use code similar to:

            Source https://stackoverflow.com/questions/67458703

            QUESTION

            Why do I get this error for a joystick in Unity?
            Asked 2021-May-06 at 16:08

            I'm currently making a 2D game as a beginner and I wanted to add joystick controls to my game. I made everything like in the youtube video of Brackeys, but I always get this error:

            ...

            ANSWER

            Answered 2021-May-06 at 16:08

            Based on the video, you have to drag and drop the FixedJoystick object from the scene's hierarchy onto the PlayerMovement's joystick field in the Inspector (check out 11:24 from the video)

            Source https://stackoverflow.com/questions/67420452

            QUESTION

            Python multiprocessing queue not sending data to parent process
            Asked 2021-Apr-30 at 16:20

            So I've got a bluetooth connection from an arduino reading a joystick and sending the axis readout over bluetooth to my raspberry pi (4b running ubuntu 20.10). I've confirmed it's receiving this data too.

            Now I try to run this bluetooth communcication in a separate process using the python multiprocessing module. to access the data from the arduino, I give the function a queue from the parent main process to put the data in there. Then in the main function I continuously try to read from this queue and process the data there.

            The queue in the parent process always remains empty, however, and as such I can't process the data any further.

            How can I get the data from the bluetooth process back to the main process?

            ...

            ANSWER

            Answered 2021-Apr-30 at 16:19

            At thelizardking34's suggestion, I relooked at the global stuff I'd been messing with and after correcting it, the code as now given in the question works.

            Thanks to thelizardking34!

            Source https://stackoverflow.com/questions/67336801

            QUESTION

            Gamemaker Studio2, Draw GUI layer conflict
            Asked 2021-Apr-21 at 07:53

            I would like to preface this by saying I am still quite new to gameMakerstudio and I do not know all there is to know about how the software works and this is probably the root cause of my problem as I do not know why I am having this current layering issue.

            I have been having an issue where I have TWO DrawGUI events in separate objects within the same room.

            The first object is a Fog Of War that draws a GUI and reveals the map as the player moves, and keeps explored places visible but not in view.

            The second object is the joystick where a player will use their thumb to drag the stick to move the player.

            Ever since I have implemented the Fog of War. I have been unable to view the joystick. It appears that the fog of war draws overtop of it and I am unable to use it.

            I understand there are other draw events where I can do this.

            Draw Draw GUI Draw Begin Draw End Draw GUI BEGIN Draw GUI END

            After changing where I have the code drawing. Example: At first the joystick and the fog were both in Draw GUI, After moving one from Draw GUI to Draw GUI Begin, the same issue appears.

            I have made sure to place the joystick at the top most level in the room and the fog of war at the bottom most layer.

            I have tried to apply depth the object

            ...

            ANSWER

            Answered 2021-Apr-21 at 07:53

            To my understanding, DrawGUI always prioritises the objects drawn there above anything in Draw, including Begin Draw and End Draw, because it's an interface (the stats you see about your character like health, ammo ect), and aren't part of the room itself. You may also have noticed that the objects drawn in DrawGui also follows the camera/Viewpoint.

            After that, the depth variable and layers inside the room has priority, each layer has also given a depth value, with an interval of 100.

            If the depth is also the same (for example when they're in the same layer), then the order of the objects and code loaded decides the order drawn.

            I've however not used a Fog of War system myself, so I don't know if it's build-in or not, but I wouldn't recommend placing them in the DrawGUI, as that should be reserved for the interface layout. With the default Draw options, you'll have more access to the layers inside the room.

            Source https://stackoverflow.com/questions/66319566

            QUESTION

            How to disable joystick/keyboard from interacting with dialogs in Unity UFPS
            Asked 2021-Apr-17 at 16:37

            I am developing a 3D game with a custom chat console using Unity and UFPS, https://assetstore.unity.com/packages/tools/game-toolkits/ufps-ultimate-fps-106748

            Everything is working, but running on Android TV with a joystick, keyboard and mouse we want to control which input affects what.

            So we want the dialog to only be able to interact with the mouse. and the joystick to only interact with the game/player.

            Original the mouse was controlling the players looking, and able to select the dialog. I was able to disable the mouse from controlling the player by,

            Unity menu, Edit, Project Settings, Input

            Then finding the "Mouse X" and Mouse Y" input events and renaming the ones with the mouse input to "Mouse XX", and leaving the joystick axis events for "Mouse X" so the joystick can still control the players looking.

            Now I am having the opposite issue, the joystick and the arrow keyboard keys are toggling the selection in the dialog, and the joystick button/space key trigger selection in the dialog. I want to disable this so only the mouse can interact with the dialog and the joystick on controls the player movement.

            I tried changing the Input for "Horizontal" "Vertical" by renaming to "Horizontal xxx". This works, but then the joystick is also not controlling the player movement. So how can I make these separate events. I cannot find any code listening to "Horizontal" or "Vertical" events, these seem to be hardwired in Unity some how??

            ...

            ANSWER

            Answered 2021-Apr-16 at 21:47

            If I am understanding you correctly, you want to disable all input other than a mouse click on UI elements. On the EventySystem object in your scene, select it and on the component EventSystem there is a toggle called Send Navigation Event. If you uncheck this box, it will disable all gamepad/keyboard interactions with UI and only allow mouse inputs to select UI.

            Source https://stackoverflow.com/questions/67080895

            QUESTION

            In Python, how can I convert an integer between 0 and 255 to a single unsigned byte?
            Asked 2021-Apr-12 at 00:26

            My laptop runs a Python program that reads a joystick to send a speed command to an Arduino that in turn controls the motor on a toy car. To do that the program converts an integer with values between 0 and 255 to a single unsigned byte that it sends over a serial connection to the Arduino.

            This code works to do that:

            ...

            ANSWER

            Answered 2021-Apr-10 at 22:26

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install joystick

            You can download it from GitHub.

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            gh repo clone cheyiliu/joystick

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