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AS3 Wii
Hey all,
I posted earlier here about AS3 and Kinect: For the people who read about it, I didn't manage to do it yet since I am time short, so I choose for something else and that is connecting my Wii controller to my pc and combining it with AS3.
It worked and I got my program working, but I have a question.
Im trying to modify the speed of the movement of my wii controller. Now, the speed is limited to an annoyingly slow speed when moving my wii controller. I want it as fast as the user moves his controller. How is that possible?
Here is the code:
Actionscript Code:
package { import flash.display.Sprite; import flash.events.Event; import flash.ui.Mouse; import org.wiiflash.events.ButtonEvent; import org.wiiflash.events.WiimoteEvent; import org.wiiflash.Wiimote;
/** * ... * @author Marciano S.R Schildmeijer */ public class Main extends Sprite { private var wiiMote:Wiimote; private var speed:int = 2; private var a:Boolean; private var b:Boolean; private var mousePointer:MousePointer; private var square:Square; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point createMousePointer(); wiiMote = new Wiimote(); wiiMote.connect(); wiiMote.addEventListener(ButtonEvent.A_PRESS, press); wiiMote.addEventListener(ButtonEvent.A_RELEASE, release); wiiMote.addEventListener(ButtonEvent.B_PRESS, bPress); wiiMote.addEventListener(ButtonEvent.B_RELEASE, bRelease); wiiMote.addEventListener(WiimoteEvent.UPDATE, update); } private function createMousePointer():void { mousePointer = new MousePointer(); addChild(mousePointer); } private function createSquareClass():void { square = new Square(); addChild(square); square.x = mousePointer.x; square.y = mousePointer.y; } private function bPress(e:ButtonEvent):void { mousePointer.addEventListener(Event.ENTER_FRAME, loop); b = true; } private function bRelease(e:ButtonEvent):void { mousePointer.removeEventListener(Event.ENTER_FRAME, loop); b = false; mousePointer.alpha = 1; } private function update(e:WiimoteEvent):void { mousePointer.y += wiiMote.pitch; mousePointer.x += wiiMote.roll; //mousePointer.x = wiiMote.sensorX + 45; } private function loop(e:Event):void { if ( a ) { createSquareClass(); } if ( b ) { mousePointer.alpha = 0.5; } } private function release(e:ButtonEvent):void { trace("D"); a = false; mousePointer.removeEventListener(Event.ENTER_FRAME, loop); wiiMote.rumble = false; } private function press(e:ButtonEvent):void { trace("press"); a = true; wiiMote.rumble = true; mousePointer.addEventListener(Event.ENTER_FRAME, loop); }
} }
Thanks.
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Anyone ? I just need to figure out how to use the wii controller as the current mouse, like MouseY and MouseX.
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