Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About ChocolatePancakes

  • Rank

Personal Information

  • Role
    Amateur / Hobbyist
    Artificial Intelligence
    Game Designer
    Level Designer
  • Interests
  1. I have this weird glitch: whenever I am pressing the D-pad on the 360 controller, the A-button also lights up. The A-button returns a 1 for positive and 0 for negative. It returns a 1 whenever I am pressing the 4 directions of the D-pad. Does anyone know how to solve this? By the way, I am using Linux Mint, Python 3.6.8, and Pygame 1.9.6 The source code for the class is below: # Xbox 360 Controller class class xpad: def __init__(self, pygameJoystick, deadzone): self.ID = pygameJoystick.get_id() pygameJoystick.init() self.deadzone = deadzone # Xbox 360 Controller Name self.name = pygameJoystick.get_name() # Thumbsticks self.left_thumb = ( self.dead( pygameJoystick.get_axis(0) ), self.dead( pygameJoystick.get_axis(1) ) ) self.right_thumb = ( self.dead( pygameJoystick.get_axis(3) ), self.dead( pygameJoystick.get_axis(4) ) ) # Triggers self.left_trig = pygameJoystick.get_axis(2) self.right_trig = pygameJoystick.get_axis(5) # Buttons self.A = pygameJoystick.get_button(0) self.B = pygameJoystick.get_button(1) self.X = pygameJoystick.get_button(2) self.Y = pygameJoystick.get_button(3) self.LB = pygameJoystick.get_button(4) self.RB = pygameJoystick.get_button(5) self.Back = pygameJoystick.get_button(6) self.Start = pygameJoystick.get_button(7) # The center button self.Guide = pygameJoystick.get_button(8) # When you click the thumbsticks self.left_stick = pygameJoystick.get_button(9) self.right_stick = pygameJoystick.get_button(10) # The directional pad on the 360 controller self.dpad = pygameJoystick.get_hat(0) # Limits a particular axis # by returning its value if it is # within the set deadzone. Returns a # zero otherwise. def dead(self, axis): if ( abs(axis) >= self.deadzone ): return axis return 0 # Returns a string that can be sent over the network # and be easily interpreted by an Arduino. def serialized(self): packet = ("<%i,%s,%s,%s,%s>")%( self.ID, hex( int(256*( (self.left_thumb[0]+1)/2 )) ), hex( int(256*( (self.left_thumb[1]+1)/2 )) ), hex( int(256*( (self.right_thumb[0]+1)/2 )) ), hex( int(256*( (self.right_thumb[1]+1)/2 )) ) ) return packet Here is how you can visualize the problem: import pygame import xinput # Define some colors. BLACK = pygame.Color('black') WHITE = pygame.Color('white') # This is a simple class that will help us print to the screen. # It has nothing to do with the joysticks, just outputting the # information. class TextPrint(object): def __init__(self): self.reset() self.font = pygame.font.Font(None, 20) def tprint(self, screen, textString): textBitmap = self.font.render(textString, True, BLACK) screen.blit(textBitmap, (self.x, self.y)) self.y += self.line_height def reset(self): self.x = 10 self.y = 10 self.line_height = 15 def indent(self): self.x += 10 def unindent(self): self.x -= 10 pygame.init() # Set the width and height of the screen (width, height). screen = pygame.display.set_mode((500, 700)) pygame.display.set_caption("ECU Robotics Xbox 360 Controller Layout") # Loop until the user clicks the close button. done = False # Used to manage how fast the screen updates. clock = pygame.time.Clock() # Initialize the joysticks. pygame.joystick.init() # Get ready to print. textPrint = TextPrint() # -------- Main Program Loop ----------- while not done: # # EVENT PROCESSING STEP # # Possible joystick actions: JOYAXISMOTION, JOYBALLMOTION, JOYBUTTONDOWN, # JOYBUTTONUP, JOYHATMOTION for event in pygame.event.get(): # User did something. if event.type == pygame.QUIT: # If user clicked close. done = True # Flag that we are done so we exit this loop. elif event.type == pygame.JOYBUTTONDOWN: print("Joystick button pressed.") elif event.type == pygame.JOYBUTTONUP: print("Joystick button released.") # # DRAWING STEP # # First, clear the screen to white. Don't put other drawing commands # above this, or they will be erased with this command. screen.fill(WHITE) textPrint.reset() # Initialize the connected Xbox controller xpad = xinput.xpad(pygame.joystick.Joystick(0), 0.25) # Print the controller's name textPrint.tprint( screen, xpad.name ) textPrint.tprint(screen, '') # Begin main body... textPrint.indent() # Thumbsticks... textPrint.tprint( screen, ("Left Thumbstick (x, y): %.3f, %.3f")%( xpad.left_thumb[0], xpad.left_thumb[1] ) ) textPrint.tprint( screen, ("Right Thumbstick (x, y): %.3f, %.3f")%( xpad.right_thumb[0], xpad.right_thumb[1] ) ) textPrint.tprint(screen, '') # Triggers... textPrint.tprint( screen, ("Left Trigger: %.3f")%( xpad.left_trig ) ) textPrint.tprint( screen, ("Right Trigger: %.3f")%( xpad.right_trig ) ) textPrint.tprint(screen, '') # Buttons... textPrint.tprint(screen, ("A Button: %i")%(xpad.A)) textPrint.tprint(screen, ("B Button: %i")%(xpad.B)) textPrint.tprint(screen, ("X Button: %i")%(xpad.X)) textPrint.tprint(screen, ("Y Button: %i")%(xpad.Y)) textPrint.tprint(screen, ("Left Bumper: %i")%(xpad.LB)) textPrint.tprint(screen, ("Right Bumper: %i")%(xpad.RB)) textPrint.tprint(screen, ("Start Button: %i")%(xpad.Start)) textPrint.tprint(screen, ("Back Button: %i")%(xpad.Back)) textPrint.tprint(screen, ("Guide Button: %i")%(xpad.Guide)) textPrint.tprint(screen, ("Left Stick Click: %i")%(xpad.left_stick)) textPrint.tprint(screen, ("Right Stick Click: %i")%(xpad.right_stick)) textPrint.tprint(screen, ("D-Pad: %i, %i")%(xpad.dpad[0], xpad.dpad[1])) # Serialized packet... textPrint.tprint(screen, '') textPrint.tprint(screen, 'Format: <ID, J1.x, J1.y, J2.x, J2.y>') textPrint.tprint(screen, ("%s")%(xpad.serialized())) # # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT # # Go ahead and update the screen with what we've drawn. pygame.display.flip() # Limit to 20 frames per second. clock.tick(60) # Close the window and quit. # If you forget this line, the program will 'hang' # on exit if running from IDLE. pygame.quit()
  2. ChocolatePancakes

    Question on Quad Bike Physics of ATV Quad Power Racing 2

    Nevermind, I think the answer would be the second hypothesis. I'll test that out.
  3. I just recently watched a 4-hour longplay of ATV Quad Power Racing 2 on the Xbox. I wondered, how did they achieve the physics on the quad bikes? Because after analyzing moments in the video where the quad bike landed after a long jump, bicycled, or crashed It seems to me that the wheels are "physical" rather than simply raycasted/shapecasted. I have two hypothesis: 1. The quad is entirely kinematic. The physics acted upon it are simulated through the animation. 2. The quad has a different physics body for collisions and a different one for driving. So, how could have they achieved such physics in the game?
  4. Hello, I am interested in joining your team. I have been a hobbyist game designer for 8 years, learning and stumbling as I go. I primarily use Unity and C#. Right now, I am designing a future racing game that is still in pre production. I am looking forward to help with your project.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!