Functions game controller


















Add Opinion. The controls will be different depending on the game but there are some conventions. I would expect the left thumb stick to control movement in the world and the right stick to control your view of that world which could also influence movement where up on the left stick could be forwards reletive to the direction defined by the right stick for example.

The analogue sticks can also be pressed down which might do something too. The digital directions on the left are likely to control less used features like looking at a map or perhaps opening an inventory of items. Analogue means you can input a finer level of control like a percentage, digital is 1 or 0, on or off, all or nothing.

Why does that matter? Well it matters when you are doing something like steering a car around a corner and your want to match the amount of turn to the tightness of the corner. There are trigger buttons underneath which are obviously frequently used for the firing of weapons in a FPS First person perspective shooter Top buttons could be used for menu navigation or in a fighting game perhaps grapples or throws or to alter the use of some other button like a shift key.

Triggers, top buttons or even the main 4 buttons might also do things like throw grenades etc. You may also have the option to choose from a variety of different control schemes which you may prefer or even define your own individual controls on your own custom scheme depending on the support for such things which have been programmed by the developer. Is this still revelant? Laggy Xper 7. There are buttons in the back of the controller too, but you can't see them.

These are usually related to one another, depending on the game. Like for example in shooter games it'd be to Aim and Fire. Makes sense, right? There are two mini joysticks on the controller, the top left and bottom right one. Top left is commonly used in games to Move whatever car, character you are controlling, while Bottom Right mini joystick is to turn the camera.

The sort of arrowkeys between the two joysticks are usually for a mini menu you can use, like an inventory your character uses, for easy access. A is usually a movement button, like Jump, gass, etc. While B could be more defensive like for example they could be breaks in racing games. I see X and Y as the Offensive Action buttons. I hope that helps Ginny Xper 2. It depends on the game. If you keep referring to the instructions eventually you just memorise the controls for each game.

I remember when my brother used to have an Xbox he could play Fifa with his hands behind his back because he played for so long. When I play assassins creed I don't need to look anywhere but at the screen. Sign Up Now! Related Questions. Show All. Have you ever got so mad at a video game that you broke the controller or smashed something?

Is it a good sign if a woman ask you to help her with stuff that she could easily figure out on her own, or is she just being lazy? Sort Girls First Guys First. Obtuse Yoda. That's gonna vary based on the game. If we go by old school Famicom design though later ported as "Nintendo" as the US for a primer: The simplistic design of the gamepad was based on neurological research.

The directional pad on the left side was used typically to control the movement of your player character since they found after experimenting with both left-handers and right-handers that placing the D-Pad responsible for controlling movement on the left side of the pad enhanced player abilities to navigate through spaces by tapping into the right hemisphere of the brain.

So the convention of the controls on the left side will typically favor motion. A right analog stick is a fairly modern invention and, depending on the game, might be utilized for camera control or orientation over motion. Then your XYAB type of buttons are often oriented in a way such that the back of your thumb can easily rest on buttons that need to be held down like B over A on the famicom controller.

In the example above, the component can only move horizontally or vertically. Now we want the component to also move diagonally. Create a keys array for the myGameArea object, and insert one element for each key that is pressed, and give it the value true , the value remains true untill the key is no longer pressed, the value becomes false in the keyup event listener function:. If you want to control the red square by using the mouse cursor, add a method in myGameArea object that updates the x and y coordinates of the mouse cursor:.

Add a method in the myGameArea object that uses the x and y coordinates of where the screen is touched:. Then we can move the red square if the user touches the screen, by using the same code as we did for the mouse cursor:.

Start by adding event listeners to check if a mouse button is clicked mousedown and mouseup. To deal with touch screens, also add event listeners to check if the screen is clicked on touchstart and touchend :.

Now the myGameArea object has properties that tells us the x- and y-coordinates of a click. Some controllers are programmable to allow choosing between proportional and non-proportional modes. The hat switch is a directional rocker switch usually four-way, but sometimes eight-way that allows you to rapidly change your point of view to face front, rear, left, or right.

Games that do not support POV may use the hat to provide four extra buttons. FORCE FEEDBACK Recent high-end game controllers have force-feedback technology, which uses small servo motors built into the game controller itself to provide physical feedback under the control of game software designed to use force feedback. Well-implemented force feedback greatly enhances the ambiance of games that support it properly.

A DirectInput-compliant controller can be programmed within any DirectInput-compliant game. However, DirectInput provides only basic functionality, so many controllers come with their own programming software that provides extended functionality. Optimal controller configuration for one game, however, may be less desirable for another.

Better game controllers can store multiple groups of configuration settings, called macros or profiles, that allow you to quickly load whichever settings are most appropriate for the game you're about to play, rather than having to reprogram the controller manually each time. Most such controllers come with predefined settings for various popular games.

The first game controllers were joystick controllers, which are still popular and still most appropriate for playing flight simulator and air combat games. An axis is a line drawn through the centre of the joystick or the D-pad on a gamepad that defines the directions that one can move by manipulating the controls. The throttle is a variable input, present on most joysticks and some game pads, and normally assigned to the third or fourth axis on the controller.



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