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VertiPONG *updated to v0.4*

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EndTwist:

Yeah, but not very well (I did it quickly when I was already tired). Which paddle does it happen to? The left or right one?

If it's the right then its probably because I mapped that to the X-axis of the mouse, without setting some kind of restraints for it. If its the left, then I have no idea why it's happening.

Minwah:


--- Quote from: EndTwist on July 19, 2004, 08:29:52 am ---Yeah, but not very well (I did it quickly when I was already tired). Which paddle does it happen to? The left or right one?

If it's the right then its probably because I mapped that to the X-axis of the mouse, without setting some kind of restraints for it. If its the left, then I have no idea why it's happening.

--- End quote ---

The left one  ::)  Not sure if you are moving the mouse cursor to a centre point, but if so it could be something to do with that (I seem to recall running into something similar before)...

EndTwist:


--- Quote from: Minwah on July 19, 2004, 01:41:00 pm ---Not sure if you are moving the mouse cursor to a centre point

--- End quote ---

What do you mean center point?

Minwah:


--- Quote from: EndTwist on July 19, 2004, 06:29:32 pm ---
--- Quote from: Minwah on July 19, 2004, 01:41:00 pm ---Not sure if you are moving the mouse cursor to a centre point

--- End quote ---

What do you mean center point?

--- End quote ---

Well the way I have done (admittedly a bit cheap) mouse stuff before, is have some code which checks the mouse position, relative to the centre of the screen, and then moves the mouse cursor back to the centre of the screen...I guess if the position were to be read at the wrong time it could cause probs like moving the wrong way or the wrong amount...

Howard_Casto:

Using directinput is the best solution... it turns the absolute mouse position into a relative offset.  (not 320,240  rather -3,+5)

It's best because you can easily transplant the same code for joystick support.  

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