Section 3.4 - The JoyStick Object


Using Controllers

This lesson will guide students through the process of connecting a joystick to the driver station and integrating it into their robot code for simple control. Students will first observe the connection process and learn how to rescan for controllers, allowing them to see real-time changes in button presses and joystick movements. They will distinguish between axes and buttons, understanding their analog and digital functions, respectively. By creating a joystick object in Robot.java, students will explore how to access button states and joystick axes, then print this data to Shuffleboard. The lesson will culminate in a simulation where students will implement joystick inputs to control motor outputs, while also discussing the concept of deadzones to ensure accurate control.