Closed zeOxx closed 11 years ago
In what way? Explain, and I'll look at it.
just check the numbers that is spit out in the console? should be 5, but diagonal movement is at about 6.5. in other words, diagonal movement is faster than it should be
Oki, I'll have a gander.
currentGamePadState = GamePad.GetState(PlayerIndex.One);
Vector2 movementInput = new Vector2(currentGamePadState.ThumbSticks.Left.X,
currentGamePadState.ThumbSticks.Left.Y);
return movementInput;
Returns a Vector2 that usually (when the stick is not directly on the X or Y axis) has a length above or below 1 when it is pressed all the way out. According to MSDN, this is not possible. Fools. Anyway, that's why this is broken, and I'm not smart enough to fix it currently.
Turned out the deadzone was set to default. Corrected to Circular.
Setting this as high priority, since movement is pretty important