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hyperPad

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  3. How can I make a smooth d-pad

How can I make a smooth d-pad

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  • S Stephenn

    Ok thanks, does anyone know why this only moves north-east0_1493206677714_IMG_1319.PNG and this only faces 90 degrees0_1493206763970_IMG_1318.PNG I have changed it from this but it still does weird things

    iTap DevelopmentI Offline
    iTap DevelopmentI Offline
    iTap Development
    wrote on last edited by
    #14

    @Stephenn how you have that set up isn't going g to work I don't think.... because if the angle is 271, all of those IF's will run, because 271 is greater than 0 and 90 and 180 and 270. (Although only the first two IF's are valid angles)
    Instead you should use the joystick up, down, left, and right behaviors.
    So to move right, you would do a joystick right, and an IF to check if the angle is greater than 45, then another IF to check if the angle is less than 135, and then your "move by" behavior.
    And it would be the same for all the other directions, except(obviously) different numbers in the IF's.
    also, you might want to have either the UP and DOWN or LEFT and RIGHT IF's be "greater than or equal to" and "less than or equal to" because otherwise the 45, 135, -45, and -135 angles wouldn't trigger ANY movement. But it would HAVE to be either up and down OR left and right.

    I hope that makes some sense!

    Also, @TutorialDoctor is right about the angle output. But it is 0 to -180 on the left side.

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    • TutorialDoctorT Offline
      TutorialDoctorT Offline
      TutorialDoctor
      wrote on last edited by TutorialDoctor
      #15

      This looks like something similar to my 3D rotation example:

      https://forum.hyperpad.com/topic/273/logic-behavior-examples/16

      The greater thans should work the way he has it but The angle is never greater than 180. I would probably use Greater than 178 or 179 on the right side and less than -178/-179 on the left side. Also, the order of the behaviors seems to matter.

      iTap DevelopmentI 1 Reply Last reply
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      • TutorialDoctorT TutorialDoctor

        This looks like something similar to my 3D rotation example:

        https://forum.hyperpad.com/topic/273/logic-behavior-examples/16

        The greater thans should work the way he has it but The angle is never greater than 180. I would probably use Greater than 178 or 179 on the right side and less than -178/-179 on the left side. Also, the order of the behaviors seems to matter.

        iTap DevelopmentI Offline
        iTap DevelopmentI Offline
        iTap Development
        wrote on last edited by
        #16

        @TutorialDoctor I just checked, and both IF's trigger.

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        • Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by
          #17

          I just used joystick up down left and right in one of my projects, worked fine for me, all I have it doing here is lightning up an arrow in the direction the player would go:0_1493242239371_IMG_3520.PNG

          1 Reply Last reply
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          • Aidan_FireA Offline
            Aidan_FireA Offline
            Aidan_Fire
            wrote on last edited by
            #18

            This works
            0_1493243077664_IMG_3521.PNG

            iTap DevelopmentI Jack de WildeJ 2 Replies Last reply
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            • Aidan_FireA Aidan_Fire

              This works
              0_1493243077664_IMG_3521.PNG

              iTap DevelopmentI Offline
              iTap DevelopmentI Offline
              iTap Development
              wrote on last edited by iTap Development
              #19

              @Aidan-Oxley I think the problem was that if you Move the joystick diagonally, it would trigger two directions....like up and right. I actually didn't try it but that's what @Jack8680 said. If you were to get your joystick perfectly at like 45° I'm guessing it would trigger two directions for you.

              Also, if you look at @Stephenn's screen shot, his IF's were greater than's not equal's, which is why I said they wouldn't work right. Because some thing like 271 is greater than 270,180,90, and 0, so I think all his IFs would get triggered.

              Jack de WildeJ 1 Reply Last reply
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              • Aidan_FireA Aidan_Fire

                This works
                0_1493243077664_IMG_3521.PNG

                Jack de WildeJ Offline
                Jack de WildeJ Offline
                Jack de Wilde
                wrote on last edited by
                #20

                @Aidan-Oxley moving diagonally activates two of the directions. With the way you have it, one of them gets priority based on which one activates last in the tick. This means that it might for example move up when you actually have it more to the right than up, I think there's about a 15° angle where both behaviours would activate.

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                • iTap DevelopmentI iTap Development

                  @Aidan-Oxley I think the problem was that if you Move the joystick diagonally, it would trigger two directions....like up and right. I actually didn't try it but that's what @Jack8680 said. If you were to get your joystick perfectly at like 45° I'm guessing it would trigger two directions for you.

                  Also, if you look at @Stephenn's screen shot, his IF's were greater than's not equal's, which is why I said they wouldn't work right. Because some thing like 271 is greater than 270,180,90, and 0, so I think all his IFs would get triggered.

                  Jack de WildeJ Offline
                  Jack de WildeJ Offline
                  Jack de Wilde
                  wrote on last edited by
                  #21

                  @Stephenn This should work:
                  0_1493250473832_IMG_3207.PNG

                  iTap DevelopmentI 1 Reply Last reply
                  0
                  • Jack de WildeJ Jack de Wilde

                    @Stephenn This should work:
                    0_1493250473832_IMG_3207.PNG

                    iTap DevelopmentI Offline
                    iTap DevelopmentI Offline
                    iTap Development
                    wrote on last edited by
                    #22

                    @Jack8680 that is what I was trying to say to do, and probably failed lol 😂. I didn't think of what you did for the joystick down, but that's a good way to do it!

                    1 Reply Last reply
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                    • S Offline
                      S Offline
                      Stephenn
                      wrote on last edited by
                      #23

                      Ok thanks for the help everyone.

                      1 Reply Last reply
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                      • S Offline
                        S Offline
                        Stephenn
                        wrote on last edited by
                        #24

                        Ok so I have my joystick 0_1493289167232_IMG_1321.PNG if I walk into an object I kind of squish into it can someone tell me how to fix this?

                        iTap DevelopmentI 1 Reply Last reply
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                        • S Stephenn

                          Ok so I have my joystick 0_1493289167232_IMG_1321.PNG if I walk into an object I kind of squish into it can someone tell me how to fix this?

                          iTap DevelopmentI Offline
                          iTap DevelopmentI Offline
                          iTap Development
                          wrote on last edited by
                          #25

                          @Stephenn you could do this. Put the move behaviors in the "behavior off"'s and have each of the collided behaviors have one direction (up down left or right) selected. Now since the "stopped colliding" behavior doesn't have directions, you can just turn the move behaviors back on when the joystick moves in the opposite direction, since that would move it away from the object you hit.0_1493290353899_IMG_1866.PNG

                          @Murtaza why doesn't the stopped colliding have directions?

                          Aidan_FireA 1 Reply Last reply
                          0
                          • iTap DevelopmentI iTap Development

                            @Stephenn you could do this. Put the move behaviors in the "behavior off"'s and have each of the collided behaviors have one direction (up down left or right) selected. Now since the "stopped colliding" behavior doesn't have directions, you can just turn the move behaviors back on when the joystick moves in the opposite direction, since that would move it away from the object you hit.0_1493290353899_IMG_1866.PNG

                            @Murtaza why doesn't the stopped colliding have directions?

                            Aidan_FireA Offline
                            Aidan_FireA Offline
                            Aidan_Fire
                            wrote on last edited by Aidan_Fire
                            #26

                            I checked the screenshot I sent you, played the project and it works, there is no diagonal movement. Try it. @Jack8680 yeah but no one will notice it lol. Well I sort of do, but I don't really care, doesn't affect it in any major way.

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                            • S Offline
                              S Offline
                              Stephenn
                              wrote on last edited by
                              #27

                              Ok thanks

                              1 Reply Last reply
                              0
                              • S Offline
                                S Offline
                                Stephenn
                                wrote on last edited by
                                #28

                                @Aidan-Oxley, or anyone, how did you change the value of the box container?

                                iTap DevelopmentI 1 Reply Last reply
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                                • S Stephenn

                                  @Aidan-Oxley, or anyone, how did you change the value of the box container?

                                  iTap DevelopmentI Offline
                                  iTap DevelopmentI Offline
                                  iTap Development
                                  wrote on last edited by
                                  #29

                                  @Stephenn, any behavior output you put in the box container will set the value of the box container when the behavior runs . And you can drag as many outputs in a box container that you need.

                                  1 Reply Last reply
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                                  • Aidan_FireA Offline
                                    Aidan_FireA Offline
                                    Aidan_Fire
                                    wrote on last edited by
                                    #30

                                    0_1493336261810_IMG_3523.PNG
                                    Press on the box container, then press on the symbol to the left of the default value.

                                    iTap DevelopmentI 1 Reply Last reply
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                                    • Aidan_FireA Aidan_Fire

                                      0_1493336261810_IMG_3523.PNG
                                      Press on the box container, then press on the symbol to the left of the default value.

                                      iTap DevelopmentI Offline
                                      iTap DevelopmentI Offline
                                      iTap Development
                                      wrote on last edited by
                                      #31

                                      @Aidan-Oxley I think this will work better, because with what you did you have to use the extra "set input field" behavior. For mine, When one of the add value's is triggered it will set the box container to its output automatically.0_1493340437316_IMG_1870.PNG

                                      Aidan_FireA 1 Reply Last reply
                                      0
                                      • iTap DevelopmentI iTap Development

                                        @Aidan-Oxley I think this will work better, because with what you did you have to use the extra "set input field" behavior. For mine, When one of the add value's is triggered it will set the box container to its output automatically.0_1493340437316_IMG_1870.PNG

                                        Aidan_FireA Offline
                                        Aidan_FireA Offline
                                        Aidan_Fire
                                        wrote on last edited by Aidan_Fire
                                        #32

                                        @iTap-Development Yeah I'm still not used to that, I'm still stuck in the old way of using box containers lol before they let you have multiple storages.

                                        iTap DevelopmentI TutorialDoctorT 2 Replies Last reply
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                                        • S Offline
                                          S Offline
                                          Stephenn
                                          wrote on last edited by
                                          #33

                                          Ok thanks

                                          1 Reply Last reply
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