
Interface · Supermarket Simulator · read from a local copy
The devices the game can shake
There is a base haptic device with an interface behind it.
Vibration in Supermarket Simulator is handled device by device: the game keeps a base device and an interface, separate versions for a computer and a pad, and a request with an intensity of its own.
What the game establishes
- There is a base haptic device with an interface behind it. (checked against the game's own files)
- There are separate implementations for a computer and for a console pad. (checked against the game's own files)
- A vibration request is its own object rather than a call made directly on the device. (checked against the game's own files)
- An intensity is a value of its own. (checked against the game's own files)
- The game ships a controller icon of its own. (checked against the game's own files)
In play
Vibration in this shop is not one thing sent to whatever controller happens to be plugged in. The game keeps a base haptic device with an interface behind it, so a device is something the game can ask to vibrate rather than a set of buttons it pokes.
There are separate versions for different hardware. One is written for a computer and one for a console pad, which is why the same event can be felt in one case and not in the other without the game being wrong about it.
A request is its own object. Keeping the request apart from the device means the game can ask for a vibration without knowing which device will answer, and the devices can answer in their own way.
An intensity is a value of its own. That is how the same pattern can be played strongly for one event and lightly for another rather than every shake being the same size.
The patterns, durations and presets documented on the controller entry sit above this layer. That entry describes what the game asks for; this one describes what does the asking and what answers, which is why the two are separate pages.
Because a device is described by an interface rather than being one fixed kind of thing, a platform that cannot vibrate can still be represented honestly: there is a device, and it does whatever that device does.
The image beside this entry is the game's own: the controller icon it ships, white art on a transparent sheet, which is how this site's icons are drawn to be read on the dark background the pages use.
What this entry does not tell you: which events vibrate, how strong any of them are, or whether your own controller supports it. We have not verified those, so we do not print them.
Related
InterfacePlaying with a controllerThe game has a controller input manager and its own set of pad interface functions.
InterfaceThe settings and the keys you can changeThe game keeps a settings manager, a container for settings and the data behind them.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).