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Funding Unsuccessful
The project's funding goal was not reached on Tue, May 15 2012 7:00 AM UTC +00:00
John David MartinBy John David Martin
First created
John David MartinBy John David Martin
First created
$958
pledged of $15,000 goal
43
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Tue, May 15 2012 7:00 AM UTC +00:00

Gamepad Plugin Looking Good !!

The work to create a standalone all incompassing gamepad / keyboard / mouse input handling plugin continues...

I have succesfully refactoring code to match gamepad id's to specific models and can readily access a playstation or xbox controller. It seems I cannot do both at the same time, but I think that might have to do more with my computer's bluetooth setup than the ability to have multiple gamepad types working at the same time. More research will be done here. When I return to Phoenix in a week, I will test multiple xbox controllers at the same time.

I have completed the workflow for viewing gamepads that you can callibrate. They show up in the list and are shown as active if the gamepad is plugged in. If you click on an active gamepad, it opens a screen where you can then test to make sure your button mappings are correct. I have configurations for button layouts for  both xbox and ps3 controllers... they provide positioning and some extra classes so the controller can be rendered using CSS and 3D transforms!!! Now when you press a button, you can see it in 3D on the controller... nobody puts buttons on the bottom of the controller, but if they did, this would allow the UI to rotate the pad in 3D so the user can see the button on any face... Pretty fun!

Next up, is actually mapping the buttons/triggers/axis/dual axis inputs in the configuration of the gamepad to the actual inputs that are reported... this will be saved in local storage as stringified json..  at a later date, this data plus browser + os info will be sent to a server so you will never have to actually callibrate unless you are using an obscure gamepad.

Then, the next step will be mapping actions to keyboard / mouse / gamepad input. The game would pass a set of actions to the plugin and would have an opportunity to map them to any combination of inputs... this could then be saved as a "configuration". So you could have a keyboard only configuration named "john's keyboard"  and a configuration name "Ben's keyboard" and a configuration names "john's xbox" etc...

This means you would be storing game configurations specific for each game / each user / and each input combination... very customizeable.. and then work will be done to store them in a server so you can synch up no matter what computer you are using...

Additionally, in the game you would simply test  ginput.player[x].action('jump')  and not have to worry about whether that came from a keyboard / mouse / or gamepad... 

Once this is done you won't ever see me use anything else to manage html5 gaming input! Can't wait to play Mine Mars with my gamepad!!!

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