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    Left-Right Joycon buttons dont work

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    • DomDom
      DomDom F last edited by pianofire

      This post is deleted!
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      • DomDom
        DomDom F last edited by DomDom

        This post is deleted!
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        • pianofire
          pianofire Fuze Team last edited by

          I will rotate that for you!

          1 Reply Last reply Reply Quote 2
          • K
            kendog400 F last edited by Dave

            Everything works fine, but 1 question : When I put in sound/audio, now the PGM loops, where as before it would stop and show the buttons..Is there any reason why it went into a constant Loopinstead of just stoping ? Take a peek to see if I did something wrong....

            // Set-up section
            q = 80      // the 1st red box location
            r = 160    //  the 1st selection box location
            oldL = 0
            oldR = 0
            Box2 = create box (r, 583, 160, 40)
            //...................................................
            
            // Main Loop
            
            loop 
               for i = 0 to 5 loop
                 sndEff = loadAudio ("Gijs De Mik / Fx_Bleeps_01")     // sound of red button popping up
                 playAudio (0, sndEff, .5, .5, 2, 1)
                 box (q, 550, 160, 70, {1,0, 0, 1} )
                 q += 236
                 sleep (1)
               repeat
            
                 q = 80
                 deleteShape (Box2)
                 Box2 = createBox (r, 583, 160, 40)
                 sndEff = loadAudio ("Wild forts / Fx_Item_Get_03")     // sound of selection button popping up
                 playAudio (0, sndEff, 3, .5, 2, 1)
                 drawShape (Box2)
                 setVertexColor (Box2, 0, {1, 1, 1, 0.1} )
                 sleep (1)
                 selection ( )                        // go to selection Fx
                 update ( )
            repeat
            
            //......................................................................
            
            function selection ( )
                c = controls ( )
                  if c.left and !oldL then 
                    r = (r - 236)
                  endif
            
                  if c.right and !oldR then 
                    r = (r + 236)
                  endif
            
            oldL = c.left
            oldR = c.right
            
            return void
            
            //....End PGM
            
            M 1 Reply Last reply Reply Quote 1
            • M
              Maxwello F @kendog400 last edited by

              @kendog400 what does the last argument in the play audio do?

              SteveZX81 1 Reply Last reply Reply Quote 0
              • SteveZX81
                SteveZX81 F @Maxwello last edited by

                @Maxwello said in Left-Right Joycon buttons dont work:

                @kendog400 what does the last argument in the play audio do?

                loops number of times to repeat (-1 is forever)

                waldron 1 Reply Last reply Reply Quote 0
                • waldron
                  waldron F last edited by waldron

                  The last argument in play audio is numbers of loop so 0 will play once, and I think its better to load audio out of the loop?? .... Best I can do to help

                  1 Reply Last reply Reply Quote 0
                  • waldron
                    waldron F @SteveZX81 last edited by

                    @SteveZX81 just beat me to it lol

                    1 Reply Last reply Reply Quote 0
                    • pianofire
                      pianofire Fuze Team last edited by

                      @kendog400 The problem is that your main loop

                      loop
                        clear()  // clear frame buffer
                                 // draw stuff to frame buffer
                        update() // draw frame buffer to the screen
                      repeat
                      

                      will try to run at 60fps (repeat every 1/60th of a seconds) and without a condition will loop forever (or until the program is interrupted)

                      However you have sleep statements inside of it which stop the program flow for the specified interval causing it to become unresponsive

                      Your program draws 5 boxes and beeps at 1 second intervals. It then makes another sound and draws another box and then the whole thing just repeats

                      What I think you intended was for the first bit to only run once in which case you need a boolean value (or flag) to control this

                      q = 80
                      r = 160
                      oldL = 0
                      oldR = 0
                      Box2 =createBox( r, 583, 160, 40 )
                      sndEff1 = loadAudio("Gijs De Mik/FX_Bleeps_01")
                      sndEff2 = loadAudio("Wild Forts/FX_Item_Get_03")
                      
                      runOnce = true
                      oldc = controls(0)
                      loop
                        clear()
                        c = controls(0)
                        for i = 0 to 5 loop
                          box(q, 550, 160, 70, { 1, 0, 0, 1 }, 1)
                          if runOnce then
                            playAudio(0, sndEff1, .5, .5, 2, 1)
                            update()
                            sleep(1)
                          endif
                          q += 236
                        repeat
                        runOnce = false
                        q = 80
                        if c.a and !oldc.a then
                          r = r + 236
                          setShapeLocation(Box2, r, 583)
                          playAudio(0, sndEff2, 3, .5, 2, 1)
                        endif
                        drawShape(Box2)
                        setVertexColor( Box2, 0, {1,1,1, 0.1})
                        oldc = c
                        update()
                      repeat
                      

                      A couple of other points. You don't need to keep loading the audio clips in the loop you can just do this once at the top. Also the box only needs to be created once and can then be relocated.

                      I hope that this makes sense!

                      waldron 1 Reply Last reply Reply Quote 1
                      • waldron
                        waldron F @pianofire last edited by

                        @pianofire really helpful I put code where it is because other people put it there but now I understand why.

                        1 Reply Last reply Reply Quote 2
                        • K
                          kendog400 F last edited by Martin

                          I did get the buttons to work, but as soon as I plug it into a PGM, then it stops working. I think I'm doing something wrong or I'm leaving something out like a boolean flag or a drawShape ( )......Does anyone see something wrong ?.......I print out 5 cards to the screen, then bamb ! , my buttons dont work anymore.....I needed the buttons to select a card (or cards) to discard...................

                          // Set-up
                          clear (darkgreen)
                          sleep (0.1)
                          drawText (150, 250, 40, white, "Shuffling !")
                          deck = loadImage ("Kenney / board games")           // load sprite sheet
                          Suits = [ "clubs", "diamonds", "hearts", "spades"]
                          x = 50
                          y = 200
                          q = 80
                          r = 160
                          oldL = 0
                          oldR = 0
                          Box2 = createBox (r, 583, 160, 40)
                          sndeff1 loadAudio ("Wild Forts / FX - Card Shuffle")
                          sndeff2 loadAudio ("Wild Forts / FX - Card deal")
                          sndeff3 loadAudio ("Giji De Mik / FX - Bleep_01")
                          sndeff4 loadAudio ("Giji De Mik / FX - Item Get_03")
                          array Cards [52]
                          getPack ( )
                          shufflePack ( )
                          //...............................................................................
                          
                          // Main Loop
                          playingSound = true
                          playAudio (0,sndeff1, 9, .5, .5, .5, 1)
                          sleep (4)
                          clear (darkGreen)
                          sleep (.3)
                          
                              for i = 0 to 5 loop
                                card = cards [ i ]
                                size = getSpriteSize (Card)
                                setSpriteLocation = (card, x, y)
                                x += 236                                      // move next card over along x axis
                                setSpriteDrpth (card, -1)
                                setSpriteVisibility (card, true)
                                drawSprites ( )
                                sleep (.01)
                                update ( )
                                sleep (.07)
                              repeat
                             getButton ( )
                             selection  ( )
                          sleep (10)
                          //...............................................................................
                          
                          function shufflePack ( )
                              for i = 0 to 1000 loop
                              cardIndex1 = random (52)
                              cardIndex2 = random (52)
                              card1 = cards [cardIndex1]
                              card2 = cards [cardIndex2]
                              cards [cardIndex1] = card2
                              cards [cardIndex2] = card1
                             repeat
                          return void
                          //..............................................................................
                          
                          function getPack ( ) 
                              values = [  [0,"2"], [1,"3"], [2,"4"], [3,"5"], [4,"6"], [5,"7"], [6,"8"], [7,"9"], [8,"10"], [12,"A"], [9,"J"], [11,"K"], [10,"Q"]  ]
                              image = 0
                              for suitNo = 0 to 4 loop
                                for valueNo = 0 to 13 loop
                               cardNo = suitNo + 13 = values [valueNo] [0]
                               card = createSprite ( ) 
                               cardImage = getImage (imageNo)
                               setSpriteImage (card, cardImage)
                               setSpriteVisibility (card, false)
                               size = getSpriteSize (card)
                               setSpriteOrgin (card, -size.x/2, -size.y/2)
                               scahle = 1.6
                               setSpriteSchale (card, {schale, schale} )
                               cardValue = values [valueNo] [ 1 ]
                               cardSuit = suits [suitNo]
                               card.imageNo = imageNo
                               cards [cardNo] = card
                                  image += 1
                             if imageNo == 39 then  // this is the Joker
                                imageNo +=1             // skip this card
                             enfif
                            repeat
                           repeat
                          return void
                          //..................................................................................
                          
                          function getImage (imageNo)
                             cardImage = createImage ( 140, 190, false, image_rgb)
                             setDrawTarget (cardImage)
                             drawSheet (deck, imageNo + 15, {0,0, 140, 150} )
                            update ( )
                          return cardImage
                          //...........................................................................
                          
                          function getButton ( )                                   // red buttons
                             for i = 0 to 5 loop
                               Box (q, 550, 160, 70, {1, 0, 0, 1} false)
                               q += 236
                               playAudio (0, sndeff3, .5, .5, 2, .1)
                             update ( ) 
                             sleep (1)
                            repeat
                          return void
                          //...............................................................................
                          
                          function selection ( )  // select whitch card to discard
                               deleteShape (Box2)
                               Box2 = createBox (r, 583, 160, 40)
                               setVertexColor (Box2, 0, {1, 1, 1, 0, .1} )
                               playAudio (0, sndeff4, 3, .5, 2, .1)
                               drawShape (Box2)
                               sleep (.5)
                               
                               c = controls (0)
                          
                                  if c.left and !oldL then
                                       r = (r - 236)
                                    setSpriteLocation (Box2, r, 583)
                                    playAudio (0, sndeff4, 3, .5, 1, 0)
                                      if r < 160 then r = 1104
                                    endif
                                  endif
                          
                          if c.right and !oldR then
                                       r = (r + 236)
                                    setSpriteLocation (Box2, r, 583)
                                    playAudio (0, sndeff4, 3, .5, 1, 0)
                                      if r < 1104 then r = 160
                                    endif
                                  endif
                           
                           oldL = c.left
                           oldR = c.right
                          
                          return void
                          //........................................................................................
                          
                          1 Reply Last reply Reply Quote 0
                          • M
                            Maxwello F last edited by

                            Is the controls (c=controls(0)) in the right place?

                            1 Reply Last reply Reply Quote 0
                            • Martin
                              Martin Fuze Team last edited by Martin

                              I'm not really sure about your controls, but I think you may be approaching the entire concept of a game program in a slightly strange / unusual way.

                              Your code says it has a main loop but I don't really see one and you have a bunch of sleep commands in there which suggest to me you are trying to control the flow of time which will ultimately lead to a drop in frame rate and responsiveness of a program.

                              Pretty much every program that runs for a indeterminate amount of time (as in, doesn't just do something end exit) is going to have a loop something along these lines:

                              loop
                                  // Clear screen every frame
                                  clear()
                              
                                  // Do stuff
                              
                                  // Update screen (will automatically wait for VSync of 60fps if program is running fast enough
                                  update()
                              repeat
                              

                              You then need to do everything inside that main loop realising that it will be called anything up to 60 times a second. Don't try to slow it down. If you need to do something less often than 60 times a second, put a counter in there and count the number of times it's been through the loop and if you want to do something every 5 seconds, only do it if count % (5 * 60) == 0

                              That's a primitive approach but works fine until you see your fps dropping below 60, then you need to rethink it.

                              [EDIT] Quickly looking at your code again I think this might well be why your code isn't reading your buttons more than 5 times. Your entire program is only looping 5 times before sleeping for 10 seconds and then quitting. Unless I'm really misreading something!

                              A game if Fuze needs to contain an infinite loop somewhere to work.

                              1 Reply Last reply Reply Quote 5
                              • K
                                kendog400 F last edited by

                                Is there a moveShapeLocation command in fuze ? I'm trying to move the box horizontally so as to select a card for discard, If I put in drawShape then it puts in additional boxes and then defeats the purpose of selecting a card..... Mabey I cuuld put in another if command to put a box over the previous box and then clear the previous selcetion box.....

                                1 Reply Last reply Reply Quote 0
                                • pianofire
                                  pianofire Fuze Team last edited by

                                  In the example above https://fuzearena.com/forum/topic/900/left-right-joycon-buttons-dont-work/13

                                  setShapeLocation(Box2, r, 583)

                                  1 Reply Last reply Reply Quote 0
                                  • K
                                    kendog400 F last edited by

                                    I tried to use the setShapeLocation, but it seems to want a drawShape Command under it, and this is whats causing it to add more boxes each time the left / right is pressed...Is there any way around this ?....I'm trying to figure out something tricky like delete the previous box or draw another box oxer the previous box when I press left / right for a second or third time....

                                    1 Reply Last reply Reply Quote 0
                                    • Martin
                                      Martin Fuze Team last edited by

                                      I genuinely think you need to spend some time going through the tutorials.

                                      Similar to my example above, yes, the setShapeLocation command does indeed require you to later call the drawShape() command. You would do something along these lines:

                                      x = 50
                                      y = 50
                                      width = 50
                                      height = 50
                                      myBox = createBox(x, y, width, height)
                                      
                                      loop
                                          clear()
                                          // Call a routine to modify X and Y as desired
                                          setShapeLocation(myBox, x, y)
                                          drawShape(myBox)
                                          update()
                                      repeat
                                      

                                      Thats if you want to use shapes.

                                      If not, how about:

                                      x = 50
                                      y = 50
                                      width = 50
                                      height = 50
                                      
                                      loop
                                          clear()
                                          // Call a routine to modify X and Y as desired
                                          box(x, y, width, height, red, false)
                                          update()
                                      repeat
                                      
                                      1 Reply Last reply Reply Quote 2
                                      • K
                                        kendog400 F last edited by

                                        I think you're right, I do need to go through the tutorials more than once....

                                        1 Reply Last reply Reply Quote 0
                                        • Martin
                                          Martin Fuze Team last edited by

                                          Up front, my apologies if I have the wrong idea about where you're struggling...

                                          Games can be a bit of a strange concept at first and I have a feeling this is what's tripping you up. Actually not just games, anything that constantly dynamically changes and never stops, but whilst Fuze is certainly not limited to game creation, it's seems to be the thing it's most used for so I'll stick to that here.

                                          So you need to get into the frame of mind that your code is never going to stop. You will always have a loop and in it's most simplest form, at least until you hit performance problems, assume that 60 times a second you are going to be expected to completely erase the screen and re-draw it. Like I say, try and do too much that won't fit into that 60fps time frame and you'll have to think about not clearing the entire screen, but forget about that for now.

                                          So your program will be a loop, or a series of loops. Consider this "pseudo-code":

                                          loop
                                              loop until gameStarted
                                                  // Draw attract screen
                                              repeat
                                          
                                              loop until gameOver
                                                  // Do gameplay
                                                      // Update game state
                                                      // Clear and redraw screen
                                              repeat
                                          
                                              // And so on
                                          repeat
                                          

                                          All of that is very high level and not really anything to do with your specific questions. BUT, I have a feeling that understanding that concept a bit better may remove some of the questions that you're having? (I may be wrong of course). The thing is that is never stops. It's unusual to have sleep commands. I'm sure they have their uses but I personally wouldn't miss then if they were not in the language and you seem to have quite a lot of them.

                                          The other thing then is the question of this selection box:

                                          Mabe I could put in another if command to put a box over the previous box and then clear the previous selection box.....

                                          So, you shouldn't really need to be worrying about clearing the previous selection box, or any of that jazz. I'm sorry, I've not followed exactly what you are wanting to do. But let's say that you have 5 cards laid on the table in a row and you want a red box around the first card. When the player moves right the selection box moves to card number two, then 3, or press left and it's back to card 2 and so on.

                                          All you need to do is track two things: 1) is the selection active at all (are we in selection mode), if so 2) which card is selected (1, 2, 3, 4 or 5). You would increment the selection when the user presses left or right.

                                          So now, you have the info you need to just draw a box if selection is active and you know which card it has to be drawn around. And you draw it EVERY frame (every time the loop repeats), regardless, but only as long as selection is enabled. And remember that you do this without any pauses or sleeps, forever, or until the game progresses to the next phase (the user selected a card perhaps?)

                                          Again, my apologies if I have got the wrong end of the stick. Or rather, I've misunderstood where you are getting stuck (or coming unstuck).

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