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During this time, I studied Android custom controls and remembered that the implementation of the joystick in the game was quite interesting. So I wrote a set of familiar ones myself. There are also many features on surfaceview, so I will not repeat them here, anyway, drawing is quite easy to use. I never say goodbye to the era of using Java GUI to manually implement double buffering ......
Android content:
Android floating search box develo
[Nagging]
If the mobile phone device does not have a handle or keyboard, you can only operate the game by touching the screen.
The role of the virtual joystick is to create several buttons in the game to simulate the handle, move up and down, attack, jump, and make big moves through touch.
As shown below, there is a mobile virtual joystick and a key.
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subsequent processing at a certain frequency. There are two solutions to debounce and throttle in response to both of these requirements.
Throttle and Debounce are two solutions to the mismatch between request and response speed. The difference lies in the choice of different strategies.
Throttle performs functions at equal intervals.
Debounce time interval T
ObjectiveSmall game konster in the test when there is enthusiastic player feedback left and right to move the hand is not very good, the main problem is: for example, once the finger is pressed on the phone screen of the right button, swipe left to another left button will not change the direction of the player movement.Specific example:At first I pressed the → button, and the Little monster bestiality half-way I slid my thumb to the ← button, but the little beast didn't move to the left, and th
First, create a virtual joystick map with NguiFirst create a sprite as the background called joystick and add a boxcollider, and then create a sprite child as the middle of the virtual Joystick button, called buttonSecond, the X, Y offset value is obtained through the virtual joystick.1 usingUnityengine;2 usingSystem.C
JS's function throttling and throttle and debounce detailed:Also realizes a function, may have the high efficiency, some efficiency is low, this phenomenon in the high energy dissipation execution process distinguishes is more obvious.A more common way to improve performance in this section, often called "function throttling," is described in code examples below.I. What is a function throttle:In the actual coding, MouseMove and resize are very frequen
To write an application that supports the joystick, you first have to capture the joystick, then process the joystick message that Windows sends to the program window, and then, after you finish using the joystick, release the captured joystick resources.
Call API function
Http://www.cnblogs.com/zhangbaochong/p/4928688.htmlFirst, create a virtual joystick map with NguiFirst create a sprite as the background called joystick and add a boxcollider, and then create a sprite child as the middle of the virtual Joystick button, called buttonSecond, the X, Y offset value is obtained through the virtual
On the basis of creating a good project directoryImport a third-party resource bundle in the project panelRight-click---->import Package---->custom Package---->easy_touch.unitypackageWhen the import is complete, you'll find that the menu bar has a hedgehog TeamHedgehog Team---->easy Touch---->add Easy touch for C #Inside the hierarchy panel.Right-----> Create an empty node Joystick----> Add components to a node easy
It's easy to use a joystick joystick that has been introduced in unity since. But it also has a lot of limitations, not all to meet the needs of ordinary MMO hand-tours, such as: to be able to easily better material, can be specified in an area display, or only when the area is touched, and so on. With these features, the easy touch plugin has been implemented for you. All are configurable. You can buy from
Application ScenariosClassic Use scenario: JS Some of the events, such as: onresize, scroll, MouseMove, mousehover, etc.;Also such as: hand shaking, hand mistake, the server did not respond to the repeated click;These are meaningless, repetitive invalid operations, setting the impact on the entire system can also be fatal, so we have to deal with the repeated click of the event accordingly!Throttle functionThe so-called
Throttle
The throttle here refers to the function throttling. In other words, the frequency controller of function calls is the continuous execution interval control. Main application scenarios include:
1. Move the mouse and move the mousemove event2. DOM element dynamic positioning, window object resize and scroll events
Someone uses the above-mentioned event image as a machine gun scan.
ThrottleThe throttle we're talking about here is the meaning of function throttling. Another popular point is the frequency controller of the function call, which is the continuous execution time interval control. The main application scenarios are as follows:1. Mouse movement, MouseMove eventDynamic positioning of 2.DOM elements, resize and scroll events for window objectsSome image of the image of the event described above as a machine gun fire,
ArticleDirectory
Debounce header execution
Debounce tail execution
Execute the throttle header and synchronize the version
Complete throttle tail
Debounce
An image is a rubber ball. If you hold down the rubber ball with your fingers, the ball will remain stressed and cannot rebound until it is released.
The focus of debounce is the idle interval.
/*** The idle time must be greater
(function () {
testfn ();
};
Careful students will find that the above code is actually wrong, this is a novice will make a problem: the SetTimeout function return value should be kept in a relative global variable, otherwise each time the resize will produce a new timer, so that we can not reach the effect of our hair
So we modified the code:
var timer = null;
Window.onresize = function () {
cleartimeout (timer);
Timer = settimeout (function () {
testfn ();
};
;Case motionevent. action_move:Len = mathutils. getlength (mctrlpoint. X, mctrlpoint. Y, event. getx (), event. Gety ());If (LEN // If the finger is in the active range of the joystick, the joystick is in the touch position of the fingerMrockerposition. Set (INT) event. getx (), (INT) event. Gety ());} Else {// Set the joystick position so that it is at the edge
To solve the problem is: the direction of the camera is not fixed, when the rocker forward (0,1) push, the protagonist to the camera orientation (ignoring the y direction) to go, when the rocker to the right (1,0) push, the protagonist towards the right direction of the camera /// ///transform of the camera through the rocker output direction/// /// transform of the camera /// the direction of the joystick /// Public StaticVector
Cubes are like characters. You can use the joystick in the lower right corner to control character movementLook at the structure chartImage1: It's the outer circle.Image2: It's a blue circle.Create JoyStickScript.cs code to mount on Image2. Control cube movement is not implemented here. needs to be improved1 usingUnityengine;2 usingSystem.Collections;3 usingUnityengine.ui;4 usingUnityengine.eventsystems;5 6 /// 7 ///rocker Lever8 /// 9 Public classJo
Structure
The structure of a virtual rocker is divided into 3 parts.1. Virtual joystick "Root", located in the center, the role is to determine the location of the virtual stick, while the rocker at design time requires the "root" part of the added function, that is, hold the part can move the virtual joystick position.2. Virtual rocker background, disc background, low transparency, when the virtual stick
Throttle
What we are talking about here is the meaning of function throttling throttle. And the popular point is that the function calls the frequency controller, is the continuous execution time interval control. The main application of the scene such as:
1. Mouse movement, MouseMove events2.DOM element dynamic Positioning, Window object resize and scroll events
Some people image of the incident as desc
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