i2c analog joy stick glitches
Posted: Mon Jan 15, 2018 1:09 am
hi guys
I'm having some problems with using a feather wing joys with my huzzah 32. I'm trying to implement a timer that repeats the analog movement so an object can be moved on screen constantly while the stick is being used. If I use the adafruit seesaw example bits as they stand into my game program every thing is fine. But I can only get the character to move one space at a time. When I try to implement the repeat action every thing goes haywire.
Up and right can be accessed at game start but I have to access my menu function before down can be used. Left cant be used at all. Ive retested the joy boards over and over and all works. I even rotated the screen so I could use the twin joy but it has the same glitch
Does any one have a clue why this is happening?
I'm having some problems with using a feather wing joys with my huzzah 32. I'm trying to implement a timer that repeats the analog movement so an object can be moved on screen constantly while the stick is being used. If I use the adafruit seesaw example bits as they stand into my game program every thing is fine. But I can only get the character to move one space at a time. When I try to implement the repeat action every thing goes haywire.
Up and right can be accessed at game start but I have to access my menu function before down can be used. Left cant be used at all. Ive retested the joy boards over and over and all works. I even rotated the screen so I could use the twin joy but it has the same glitch
Code: Select all
#include "Adafruit_seesaw.h"
#include <elapsedMillis.h>
Adafruit_seesaw ss1;
struct Player
{
int player_x;
int player_y;
int room;
int player_direction;
int player_directionRepeat;
};
Player player = { 160, 170, 3, 2, 0};
#define IRQ_PIN1 13
#define IRQ_PIN2 27
////////////////////////////////////////////////////////////////////////////
int last_x = 0, last_y = 0;
elapsedMillis MoveRepeat;
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
int y = ss1.analogRead(2);
int x = ss1.analogRead(3);
#define MoveRepeatRate 100 // set this for how long in milis to wait for auto repeat move
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
void drawplayer(){
if(x > 600 && last_x < 600 || ( 1 == player.player_directionRepeat && MoveRepeat >= MoveRepeatRate )){ ////if x is greater than 600 and last x was less than 600 do something
Serial.println(F("UP")); ///LEFT
MoveRepeat = 0;
player.player_directionRepeat = 1;
tft.writeRectNBPP(player.player_x, player.player_y, 16, 16, 4, paulrearwa, palette); //// this mixed with the call below it calls bitmaps for walking
tft.writeRectNBPP(player.player_x, player.player_y, 16, 16, 4, paulrearwb, palette); ///// read above
player.player_direction = 1; ////when movement ends player bitmap faces this direction paul rear
player.player_y -= 4; ///move player y - 4 pixels
if(checkcolision())
{
player.player_y += 4;} ///causes player to stop when collision happens
player.player_directionRepeat = 0;
}
if(player.player_y <= 16){ ////keeps player from walking off the screen.
player.player_y = 16;
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
if(x < 400 && last_x > 400 || ( 1 == player.player_directionRepeat && MoveRepeat >= MoveRepeatRate )){
Serial.println(F("DOWN")); ///RIGHT
MoveRepeat = 0;
player.player_directionRepeat = 1;
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulfrontwa,palette);
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulfrontwb,palette);
player.player_direction = 2; ////when movement ends player bitmap faces this direction paul rear
player.player_y += 4; ///move player y - 4 pixels
if(checkcolision())
{
player.player_y -= 4;} ///causes player to stop when collision happens
player.player_directionRepeat = 0;
}
if(player.player_y >= 224){
player.player_y = 224;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
if(y < 400 && last_y > 400 || ( 1 == player.player_directionRepeat && MoveRepeat >= MoveRepeatRate )){
Serial.println(F("LEFT")); ///DOWN
MoveRepeat = 0;
player.player_directionRepeat = 1;
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulleftw,palette);
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulleftwa,palette);
player.player_direction = 2; ////when movement ends player bitmap faces this direction paul rear
player.player_y += 4; ///move player y - 4 pixels
if(checkcolision())
{
player.player_y -= 4;} ///causes player to stop when collision happens
player.player_directionRepeat = 0;
}
if(player.player_y >= 224){
player.player_y = 224;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
if(y > 600 && last_y < 600 || ( 1 == player.player_directionRepeat && MoveRepeat >= MoveRepeatRate )){
Serial.println(F("RIGHT")); ///UP
MoveRepeat = 0;
player.player_directionRepeat = 1;
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulrightw,palette);
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulright,palette);
player.player_direction = 4;
player.player_x += 4;
if(checkcolision())
{
player.player_x -= 4;}
player.player_directionRepeat = 0;
}
if(player.player_x <= 16){
player.player_x = 16;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
if(!digitalRead(IRQ_PIN2)){
uint32_t buttons = ss2.digitalReadBulk(button_mask2);
if (! (buttons & (1 << BUTTON_X))) { /// BUTTON A RIGHT SIDE
state = STATE_Menu;
}
}
///////////////////////////////////////////////////////////////////////////////
//////////////////////////////PLAYER DIRECTION/////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
if (player.player_direction == 1){
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulrear,palette);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
else if (player.player_direction == 2){
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulfront,palette);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
else if (player.player_direction == 3){
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulleft,palette);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
else if (player.player_direction == 4){
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulright,palette);
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////for use with movey blocks////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
else if (player.player_direction == 5){
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulrearwa,palette);
}
else if (player.player_direction == 6){
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulfrontwa,palette);
}
else if (player.player_direction == 7){
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulleftw,palette);
}
else if (player.player_direction == 8){
tft.writeRectNBPP(player.player_x, player.player_y,16,16,4,paulrightw,palette);
}
}
Does any one have a clue why this is happening?