Algorithm for optimal control on space ship using accelerometer input data
Posted
by
mm24
on Game Development
See other posts from Game Development
or by mm24
Published on 2013-06-12T17:29:35Z
Indexed on
2014/05/27
16:05 UTC
Read the original article
Hit count: 302
Does someone have a good algorithm for controlling a space ship in a vertical shooter game using acceleration data?
I have done a simple algorithm, but works very badly. I save an initial acceleration value (used to calibrate the movement according to the user's initial position) and I do subtract it from the current acceleration so I get a "calibrated" value. The problem is that basing the movement solely on relative acceleration has an effect of loss of sensitivity: certain movements are independent from the initial position.
Would anyone be able to share a a better solution? I am wondering if I should use/integrate also inputs from gyroscope hardware.
Here is my sample of code for a Cocos2d iOS game:
- (void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
if (calibrationLayer.visible){
[self evaluateCalibration:acceleration];
initialAccelleration=acceleration;
return;
}
if([self evaluatePause]){
return;
}
ShooterScene * shooterScene = (ShooterScene *) [self parent];
ShipEntity *playerSprite = [shooterScene playerShip];
float accellerationtSensitivity = 0.5f;
UIAccelerationValue xAccelleration = acceleration.x - initialAccelleration.x;
UIAccelerationValue yAccelleration = acceleration.y - initialAccelleration.y;
if(xAccelleration > 0.05 || xAccelleration < -0.05) {
[playerSprite setPosition:CGPointMake(playerSprite.position.x + xAccelleration * 80, playerSprite.position.y + yAccelleration * 80)];
}
else if(yAccelleration > 0.05 || yAccelleration < -0.05)
{
[playerSprite setPosition:CGPointMake(playerSprite.position.x + xAccelleration * 80, playerSprite.position.y + yAccelleration * 80)];
}
}
© Game Development or respective owner