My controller is for
the game Superflight a game with procedurally generated maps, simple controls,
and relaxing. My controller is based around the real-life sport of Hang gliding,
the game is based around a wingsuit, close to a glider. The controller has a
long white bar with two gloves attached to each side, in the middle of the bar
is a box and a Circuit Playground Express is attached to the bar in the box. The
idea of the controller was to Improve immersion within the game. The game has 4
controls: A, S, W, D. I also added a capacitive sensor as a space bar to navigate
the menu, I used a white wire for this. The
controls for the game all use the Circuit Playground Express to go forward,
back, and side to side. X is mapped to right and left and y is mapped to forward
and backward. After making and implementing this controller I found that the
game lost one aspect and gained another, the game became way less Zen and way
more intense. Before having to only use three fingers, using your whole upper
body is a drastic change in how you play the game.
In what could I change the box that holds the CPE to improve the experience for the user?
#include
<Keyboard.h>
#include
<Adafruit_CircuitPlayground.h>
#include
<Adafruit_Circuit_Playground.h>
#include
<math.h>
const int debounce = 30;
const int threshold =
500;
void setup() {
// put your setup code here, to run once:
Serial.begin(9200);
while(!Serial);
CircuitPlayground.begin();
Keyboard.begin();
}
void loop() {
// put your main code here, to run
repeatedly:
//read accelerometer x and y
float x = CircuitPlayground.motionX();
float y = CircuitPlayground.motionY();
//go right
if(x < -3) {
Keyboard.write('D');
delay(debounce);
}
//go left
if(x > 3) {
Keyboard.write('A');
delay(debounce);
}
//go foward
if(y < -3) {
Keyboard.write('W');
delay(debounce);
}
//go back
if(y > 3) {
Keyboard.write('S');
delay(debounce);
}
if(CircuitPlayground.readCap(A1)
> threshold ) {
Keyboard.write(' ');
delay(debounce);
}
}
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