public class VirtualJoystick

  1. Object
  2. VirtualJoystick

An on-screen analog stick. Add one with TouchControls#addJoystick(float, float, float); the framework draws it and feeds its direction into GameInput, so the game reads it the same way whether the player uses touch or a keyboard:

  • as analog axes via GameInput#getAxisX() / GameInput#getAxisY() (each -1..1, with x pointing right and y pointing down the screen), and
  • as digital game actions: pushing the stick past its dead zone presses com.codename1.ui.Display#GAME_LEFT / GAME_RIGHT / GAME_UP / GAME_DOWN, so GameInput#isGameKeyDown(int) works unchanged.

Positions and sizes are in the GameView’s pixel coordinates (origin at the top left).

Methods

public VirtualJoystick setDeadZone(float deadZone)The fraction of the radius that registers as no input (0..1, default 0.2).
public VirtualJoystick setKnobRadius(float knobRadius)
public boolean isActive()
public float getAxisX()
public float getAxisY()
public float getCenterX()
public float getCenterY()
public float getRadius()
public float getKnobRadius()
public float getKnobX()
public float getKnobY()

Inherited methods

Method details

setDeadZone

public VirtualJoystick setDeadZone(float deadZone)
The fraction of the radius that registers as no input (0..1, default 0.2).

setKnobRadius

public VirtualJoystick setKnobRadius(float knobRadius)

isActive

public boolean isActive()

getAxisX

public float getAxisX()

getAxisY

public float getAxisY()

getCenterX

public float getCenterX()

getCenterY

public float getCenterY()

getRadius

public float getRadius()

getKnobRadius

public float getKnobRadius()

getKnobX

public float getKnobX()

getKnobY

public float getKnobY()