Hi Richard,
In my opinion it isn't hard to include joysticks. It is more a matter of
finding out the procedures and methods that DirectX DirectInput offers
in dinput8.lib.
Most of them are as simple as GetJoystickState and GetButtons. Once you
have captured the state you check to see where the stick is and which
buttons are down. here is a simple C++ example. You will need speak all
punctuation on to read this, but this should be easy to understand.
// Capture the state of
// the player's joystick.
g_jsState = g_joystick->CurrentJoystickState;
// Check buttons.
byte[] buttons = g_jsState->GetButtons();
// Check button 1.
// Note, since this is a byte array the numbers
// actually begin with 0 and not 1.
if(0 != buttons[0])
{
PlayerFire();
}
// Check the state of button 2.
if(0 != buttons[1])
{
SpeakPlayerHealth();
}
// Player left right motion.
if(g_jsState->X == -5000)
{
PlayerLeft();
}
if(g_jsState->X == 5000)
{
PlayerRight();
}
// Player forward and backward
// motion.
if(g_jsState->Y == 5000)
{
PlayerStepBackward();
}
if(g_jsState->Y == -5000)
{
PlayerStepForward();
}
So you see it isn't as bad as it sounds. Just knowing what functions do
what is the biggist issue.
Richard Bennett wrote:
> so is it very difficult to write the code to use the joysticks, or game
> pads? Because I want the people to be able to use the gamepad or
> joystick to
> play these games that I plan to create. Also, ever thought about being a
> game programming teacher? You seem to be very good and know your
> stuff, like
> the back of your hand.
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