Team 13 progress review
Description:
Our controller is a physicalized form of the player character. The goal is to give the player the feeling that a child would have while flying a toy plane. In our version however, the effect isn't just in your imagination and instead has tangible results of the game being played. In our controller we really wanted to emphasize the fantasy of it in both its aesthetic and the way the controls are mapped, this layout equates each of the functions to their proper place on the plane; the thrust being on the fuel container, and the fire control being in the cockpit. In the game navigation is incredibly important, as such we’ve aimed to make this as intuitive as possible. Using motion controls, and the aforementioned thrust, we are combining these to give the player an immersive and tactile experience.
Sketch
-Updated -
Schematic
Psuedo code
Setup Int debounce and threshold // for y axis potentiometer
Setup x axis tilt
Include circuit playground
Include keyboard
Bool cockpit = false;
Void setup
Circuit.playground begin // initialize circuit playground files
Left button pulldown
Right button pulldown // resets buttons after pressed
Keyboard begin // readies for keyboard input
Delay 1000 // gives it a sec so the input doesn't freak out when connected
Void loop
//Find accelerometer x
Accel = Ciircuit playground motion x
Keyboard release all
If x value greater than 600
Keyboard press right arrow
Delay debounce
If x value less than 400
Keyboard press left arrow
Delay debounce
Read analog a1 // read for the potentiometer
Keyboard release all
If read above 600
Keyboard press up key
Delay debounce
If read under 400
Keyboard press down
Delay debounce
Read pin a3 // whatever the button is connected to
if cockpit button is pressed and is true
Cockpit is false
delay
If cockpit button is pressed and is false
Cockpit is true
Delay
If cockpit
Keyboard press space
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