gamepad | first attempt in creating USB powered arcade game
kandi X-RAY | gamepad Summary
kandi X-RAY | gamepad Summary
This project is my first attempt in creating USB powered arcade game controller. Its going to use Seimitsu LS-40 joystick & two Sanwa push-buttons. I’m not going to use Arduino for this project since it can’t act like HID device by default. [Teensy][2] is new Arduino-like development platform that can emulate any HID device. To build this project you’ll need [CrossPack][1]. I got inspiration for this project from this blog [post][3]. Next step is to build some good looking game pad enclosure like this [Idiot Box][4]. [1]: [2]: [3]: [4]:
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QUESTION
I'm using Unity 2020.1.3f and Input System 1.0.2 to create a simple racing multiplayer game with MLAPI 0.1.0 but whenever i start an instance of the game after building it and unfocus the window it still detecting my gamepad input (with keyboard does not happen), but when I play the game in Unity's game view and unfocus the editor it does not detect the input anymore. What can i do to only detect my gamepad input when the window is focused?
...ANSWER
Answered 2021-Jun-02 at 15:13QUESTION
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 14:49My 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 ServiceThe 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):
QUESTION
I have 6 buttons and when I click them the style is changing. However, it doesn't work regularly. I think it is due to my state controller but I couldn't solve the problem. I'm gonna describe it one by one now.
...ANSWER
Answered 2021-May-25 at 11:48It happened because not always targeted when clicking on
.
When accidentally clicked on
the e.target.className
doesn't have value
You can manipulate it with css
covered up whole
area, it's prevent to misclicking
QUESTION
I have been making a physics simulation of a ball for the past couple of days with MonoGame and C#. The ball bounces with gravity fine, but when the bouncing of the ball gets too low, the ball just goes into the floor. Is there any way I can stop this from happening? I have already tried lowering the gravity constant, changing how the collision works, etc. but nothing seems to work. (I am fairly new to working with graphics so a simple explanation would be most helpful)
...ANSWER
Answered 2021-Apr-12 at 04:01This is one of those classic problems with collision detection, where the collision occurs at some point along the object's path but the object moves far enough that the next tick doesn't fix the problem, leaving the object - your ball in this case - to fall forever outside of the viewport.
To solve this you need to not only change the vertical velocity but also have the ball reflect off the collision point. You're already bouncing the velocity vector, you just need to add position reflection. The simple way is to just take the amount of overshoot and subtract it from the limit, putting the ball back in bounds:
QUESTION
Having a slight problem making my power up appear/load on the screen and I have zero errors in VS19. The Worm class inherit from the same parent as the Player and Enemy Class, and they both load. The only difference between them is that Worm loads in Update() instead of LoadContent() so I can only assume something is wrong with the code in there.
Let me know if you see anything weird, thanks in advance!
Global declared a list and a texture-type:
...ANSWER
Answered 2021-Apr-02 at 09:33Forgot to set a bool variable to true
QUESTION
I'm drawing a hexagon using GraphicsDevice.DrawIndexedPrimitives and a VertexPositionTexture array. I can see the intended result flash on the screen when I first run the game, but my hexagon immediately becomes white.
...ANSWER
Answered 2021-Mar-23 at 17:14In your Draw() code, instead of
QUESTION
I am unable to use QGamepad in QML under Linux.
By "unable" I mean no gamepad signal is emitted (button pressed...)
Configuration:
- Ubuntu 20.04
- Qt 5.15
- Logitech Gamepad F310
Gamepad is well recognized by Ubuntu:
- dmesg gives:
usb 1-1.6: Product: Gamepad F310
input: Logitech Gamepad F310 as /devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.6/1-1.6:1.0/input/input26
- jstest-gtk recognizes gamepad well:
Logitech Gamepad F310
Device: /dev/input/js0 and is responsive when pressing buttons
Sample QML code:
...ANSWER
Answered 2021-Mar-11 at 21:34Thanks to Jack White this is the solution:
Property deviceId of Gamepad module shall be initialized, using GamepadManager.
QUESTION
According to Microsoft docs, GamepadReading.buttons
, It's combination of buttons values...
Inside game loop via window.requestAnimationFrame
(Or window.setInterval
), I'm trying to implement way to check for pressing multiple gamepad buttons...
Here is the implementation, Although i used strings instead...
...ANSWER
Answered 2021-Mar-15 at 19:13This could be done with bitwise &
operator.
QUESTION
I'm learning c and messing around with xcb lib (instead of X11) on a raspberry pi4. The problem is that when implementing the events loop with xcb_poll_for_event instead of xcb_wait_for_event, one core of four is 100% full. What am I doing wrong? And is there any benefit of using wait_for_event (blocking way) instead of xcb_poll_for_event(non blocking)? The goal is to create a window where the user interact with keyboard/mouse/gamepad on objects, like a game. Can anyone give a hand? The relevant code is:
...ANSWER
Answered 2021-Mar-06 at 00:17Polling and waiting each have their advantages and are good for different situations. Neither is "wrong" per se, but you need to use the correct one for your specific use case.
xcb_wait_for_event(connection)
is a blocking call. The call will not return until an event is available, and the return value is is that event (unless an error occurs). It is good for situations where you only want the thread to respond to events, but otherwise not do anything. In that case, there is no need to spend CPU resources when no events are coming in.
xcb_poll_for_event(connection)
is a non-blocking call. The call always returns immediately, but the result will be NULL
if no event is available. It is good for situations where you want the thread to be able to do useful work even if no events are coming in. As you found out, it's not good if the thread only needs to respond to events, as it can consume CPU resources unnecessarily.
You mention that your goal is to create a game or something similar. Given that there are many ways to architect a game, either function can be suitable. But there are a couple of basic things to keep in mind that will determine which function you want to use. There may be other considerations as well, but this will give you an idea of what to look out for.
First of all, is your input system running on the same thread as other systems (simulation, rendering, etc)? If so, it's probably important to keep that thread available for work other than waiting for input events. In this case, xcb_poll_for_event()
is almost required, otherwise your thread will be blocked until an event comes in. However, if your input system is on its own thread that doesn't block your other threads, it may be acceptable to use xcb_wait_for_event()
and let that thread sleep when no events are coming in.
The second consideration is how quickly you need to respond to input events. There's often a delay in waking up a thread, so if fast response times are important you'll want to avoid letting the thread sleep in the first place. Again, xcb_poll_for_event()
will be your friend in this case. If response times are not critical, xcb_wait_for_events()
is an option.
QUESTION
My Android app fails to install on some “random”, older API devices (anything less than API level 25) with the error:
...ANSWER
Answered 2021-Feb-27 at 05:46Solved and posted the answer here:
https://community.monogame.net/t/install-parse-failed-manifest-malformed-only-on-some-devices
In short the answer is:
On older api versions (<25 and therefore you should ALWAYS do this to support them?) it seems Android requires that:
the fully qualified Namespace of the Activity Name property must be lowercase.
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