Path: utzoo!mnetor!uunet!lll-winken!lll-lcc!ames!pasteur!ucbvax!CORY.BERKELEY.EDU!dillon From: dillon@CORY.BERKELEY.EDU (Matt Dillon) Newsgroups: comp.sys.amiga Subject: Re: Hyper mice Message-ID: <8801300513.AA21426@cory.Berkeley.EDU> Date: 30 Jan 88 05:13:21 GMT Sender: daemon@ucbvax.BERKELEY.EDU Lines: 50 The Right way to do it (my opinion, of course): The center of the screen is directly forward. Moving the mouse off center causes a rotation left-right or up-down (relative to the current direction you are pointing)... the rotation continues at a constant rate until the mouse is moved back near the center (the rate is determined by the distance the mouse is from the center). Then, people usually put in hacks for 'slower/reverse' and 'faster/forward'... usually holding one of the mouse buttons down and having the vertical position relative to the center determine the speed. SOME games make everything relative to the mouse's current position (i.e. you are only changing direction while the mouse is moving). This is a *stupid* way of doing things. More complex applications (read: games/simulations) might want to give the user more control with mouse... for instance, to be able to set the wing pitch, or to have two acceleration rates, etc.... 2D movement: Read "tank game". In this case the vertical access is free, and usually one makes it the forward/reverse control. Again, the velocity (or acceleration) is dependant on how far the mouse is vertically from the center. MENUS : In many applications, there is SO much one can do that both mouse buttons need to be used to handle movement. In this case, the MENU button is usually enabled for menu's when it is in the title area of the application. INCORRECT METHODS: Most IBM-PC CAD programs do this: They *change* the mouse position from under your nose. Very few amiga games do this. In general, an application should NEVER move the mouse out from under the user. Jerky movement is the bane of all game players. By making the rate dependant on the horizontal and vertical distances from the center of the screen, the player/user has complete control; he can do anything from a half-hazzard 180 degree spin to a slow 1degree/sec turn with equal effort. As noted above, another no-no is to force the user to continuously pick up the mouse and put it back in the center of his pad. This is one thing I really hate about Marble Madness. It's maddenning! -Matt