28 March 2021

Game Controller Castlevania - Progress Review

My controller is a potion bottle, themed after the holy water from the game Castlevania. In the game, holy water is a very useful item and can be used to easily defeat the bosses. It would operate by tilting the bottle left, right, forward, or backward to move (reflected as a,d,w, and s respectively), shaking the bottle to pause the game, corking the bottle to jump, and shouting to attack. I might switch the attack and jump binds only because you need to attack a lot in the game and I feel like you would not want to continuously shout over and over again.


PSEUDOCODE

void setup() {

  // put your setup code here, to run once:

  //initialize variables

  //initialize pin that breadboard is attached to

  //initialize accelerometer

  //initialize sound sensor

}


void loop() {

  // put your main code here, to run repeatedly:

  //use mg to check tilt forward, backward, left, right (accel)

  //if tilt forward, keyboard w

  //if tilt backward keyboard s

  //if tilt left keyboard a 

  //if tilt right keyboard d

  //check for shake (accel)

  //if shake keyboard (emulator start key, default is I

  //check audio level (sound sensor)

  //if audio level = shouting threshold (TBD), then keyboard attack key (default k)

  //check input on breadboard pin

  //if yes, keyboard jump (default j)

}




Questions:
1. How can I house/attach the breadboard and CPE and still be aesthetically pleasing?
2. Should I have the cork be attack or jump? (Whatever isn't bound to the cork will be bound to shouting.


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