Hitechcomputergeek / wiidoom

Automatically exported from code.google.com/p/wiidoom
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Control stick in not analog #10

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
forward, strafe and backpedal are mapped to the nunchuck.

prboom has full analog support and should be compatible.

Original issue reported on code.google.com by funkama...@gmail.com on 26 Aug 2008 at 5:55

GoogleCodeExporter commented 8 years ago
The control stick is already in analog. In addition, PrBoom basically maps the
joystick direction to up/down/left/right, the same as I did. The joystick and
keyboard controls go through the same logic as far as movement goes. I don't 
see any
advantage to this.

Original comment by lnux...@gmail.com on 26 Aug 2008 at 7:31

GoogleCodeExporter commented 8 years ago
Remapping the input to the joystick handling code seems to have resolved
the "buggy control stick".

I've also extended the joystick code to handle analog input and more
buttons. Now you can move the player as slow or fast as you please and
switch weapons using 1 and 2.

IR is partly implemented now. For the moment all it handles is turning.
Aiming has yet to be implemented. It's also a little wonky because there is
no prediction. That said, if the sensor bar isn't in view the code makes
the assumption that you still want to turn.

The menu navigation has been standardized. It's more consistent with a Wii
title in the sense that A selects, B backs out, and Home brings up the main
menu. Moving around the menu is now done with the nunchuk.

Chipmunk audio has been resolved but it's a quick fix. The code now makes
the assumption that all sounds should be played at 11025hz.

Original comment by richard....@gmail.com on 3 Sep 2008 at 5:15