CSE3AGT Lecture 5
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Transcript of CSE3AGT Lecture 5
CSE3AGT Lecture 5
2010 Paul Taylor
User Interface Design
The Art of Game Design
Silent Hill 5 (Homecoming)
From Jason Allen (Lead Designer)
…” We made a decision during development to support invert aim and not invert camera. Unfortunately none of the team nor any of our test group actually had a preference for playing with an inverted camera, so the issue of its omission never came up.”…
http://72.14.235.132/search?q=cache:ylhQ9HOmPg4J:gamesblog.ugo.com/index.php/gamesblog/more/silent_hill_homecomings_jason_allen_on_inverted_aim/+silent+hill+5+no+camera+invert&cd=3&hl=en&ct=clnk&gl=au&client=firefox-a
Xinput Specifics
BITMASKS• #define XINPUT_GAMEPAD_DPAD_UP 0x00000001• #define XINPUT_GAMEPAD_DPAD_DOWN 0x00000002
• In Binary:
• The & Operatorstate.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UPThis is true only when both have a matching value:
0 0 0 0 0 0 0 1
0 0 0 0 0 0 1 0
0 0 0 0 0 0 0 1
0 0 1 1 0 1 1 1
0 0 0 0 0 0 0 1
0 1 0 1 0 1 1 0
Dead Zones
Not Quite, but Similar
• How do we generate this?
• Correct the movement offset?
• Preserve the Movement Range?
Xinput.h has you back!
XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30