CurryKitten / CurryKitten-Sim

FPV quad simulator
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Develop an overlay to avoid memorising keyboard commands #88

Closed CurryKitten closed 3 years ago

CurryKitten commented 3 years ago

A request came in from someone who used their Fatsharks to use the sim with about could he do something perhaps with the mouse to access the menu as he couldn't pick the right key with his goggles on.

This idea potentially fixes a few issues that people have with remembering which key does what, and when I go ahead and port over the iOS/Android I need a touch interface to eliminate all the keyboard presses.

My idea here is to activate a full-screen overlay when the mouse button is pressed and this will let the user alter things like the camera tilt/fov, gravity, power or go to other menus like the pause, flight assist, or scenarios purely from this interface - of which they could press the key (as it would tell them which was which) or use the mouse/touch interface to do so. It needs a bit of planning out to make it presentable though.

CurryKitten commented 3 years ago

Started on this - it's kind of a pain as the layout of the UI is different depending on if you are flying a quad/plane or driving a car and the code structure for changing camera settings is very much isolated in the camera scripts. It's not difficult to overcome, there's just lots of it!

CurryKitten commented 3 years ago

So far I've finished the controls for the quad. It's also context sensitive, so if the quad is upside down the flip option appears, and if the weather is on the option to create random weather appears. I might make a title and potentially move some text around, but I then need to do the slightly different options for plane/car and then decide how/if this will go into the online game, and maybe quad ball

Screenshot 2021-03-22 at 00 37 53

CurryKitten commented 3 years ago

Finished this - the online version of this was huge amounts of hassle because of the amount of objects that would be inactive whenever this quick menu appears - meaning clients joining during this time would cause the cloned objects in the local players version of the game to screw up. Fixed this, and added to the game as well - fixing some other bus I found along the way.