在LIBGDX中实现游戏手柄控制器?

菲尔·罗耶

我对如何实现LIBGDX控制器支持一无所知。所以这是细节。

假设我在这里关注本教程:http : //obviam.net/index.php/getting-started-in-android-game-development-with-libgdx-create-a-working-prototype-in​​-a- day-tutorial-part-1 /

第四部分(我正在尝试实现游戏手柄)的教程的Git在这里:https : //github.com/obviam/star-assault/tree/part4

我已经完成了最后一步,现在可以运行了,我可以使用键盘与角色进行交互。我现在想通过带有OUYA或USB的控制器来控制字符。

我已阅读以下内容:http : //www.badlogicgames.com/wordpress/? p =2724我已将jar文件添加到主项目中,并已订购和导出。现在,我将GameScreen类修改为如下所示:

import com.badlogic.gdx.Application.ApplicationType;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.controllers.Controller;
import com.badlogic.gdx.controllers.PovDirection;
import com.badlogic.gdx.controllers.mappings.Ouya;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.math.Vector3;


public class GameScreen implements Screen, InputProcessor, ControllerListener {

private World           world;
private WorldRenderer   renderer;
private CharacterController charactercontroller;

private int width, height;

@Override
public void show() {
    world = new World();
    renderer = new WorldRenderer(world, false);
    charactercontroller = new CharacterController(world);
    Gdx.input.setInputProcessor(this);
}

@Override
public void render(float delta) {
    Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    charactercontroller.update(delta);
    renderer.render();
}

@Override
public void resize(int width, int height) {
    renderer.setSize(width, height);
    this.width = width;
    this.height = height;
}

@Override
public void hide() {
    Gdx.input.setInputProcessor(null);
}

@Override
public void pause() {
    // TODO Auto-generated method stub
}

@Override
public void resume() {
    // TODO Auto-generated method stub
}

@Override
public void dispose() {
    Gdx.input.setInputProcessor(null);
}

// * InputProcessor methods ***************************//

@Override
public boolean keyDown(int keycode) {
    if (keycode == Keys.LEFT)
        charactercontroller.leftPressed();
    if (keycode == Keys.RIGHT)
        charactercntroller.rightPressed();
    if (keycode == Keys.UP)
        charactercontroller.jumpPressed();
    return true;
}

@Override
public boolean keyUp(int keycode) {
    if (keycode == Keys.LEFT)
        charactercontroller.leftReleased();
    if (keycode == Keys.RIGHT)
        charactercontroller.rightReleased();
    if (keycode == Keys.UP)
        charactercontroller.jumpReleased();
    return true;
}

@Override
public boolean keyTyped(char character) {
    // TODO Auto-generated method stub
    return false;
}

@Override
public boolean touchDown(int x, int y, int pointer, int button) {
    if (!Gdx.app.getType().equals(ApplicationType.Android))
        return false;
    if (x < width / 2 && y > height / 2) {
        charactercontroller.leftPressed();
    }
    if (x > width / 2 && y > height / 2) {
        charactercontroller.rightPressed();
    }
    return true;
}

@Override
public boolean touchUp(int x, int y, int pointer, int button) {
    if (!Gdx.app.getType().equals(ApplicationType.Android))
        return false;
    if (x < width / 2 && y > height / 2) {
        charactercontroller.leftReleased();
    }
    if (x > width / 2 && y > height / 2) {
        charactercontroller.rightReleased();
    }
    return true;
}

@Override
public boolean touchDragged(int x, int y, int pointer) {
    // TODO Auto-generated method stub
    return false;
}

@Override
public boolean mouseMoved(int screenX, int screenY) {
    // TODO Auto-generated method stub
    return false;
}

@Override
public boolean scrolled(int amount) {
    // TODO Auto-generated method stub
    return false;
}

@Override
public void connected(Controller controller) {
    // TODO Auto-generated method stub

}

@Override
public void disconnected(Controller controller) {
    // TODO Auto-generated method stub

}

@Override
public boolean buttonDown(Controller controller, int buttonCode) {
    if (buttonCode == Ouya.BUTTON_O) {
                charactercontroller.jumpPressed();
            }
    return false;
}

@Override
public boolean buttonUp(Controller controller, int buttonCode) {
    if (buttonCode == Ouya.BUTTON_O) {
                charactercontroller.jumpReleased();
            }
    return false;
}

@Override
public boolean axisMoved(Controller controller, int axisCode, float value) {
    // TODO Auto-generated method stub
    return false;
}

@Override
public boolean povMoved(Controller controller, int povCode,
        PovDirection value) {
    // TODO Auto-generated method stub
    return false;
}

@Override
public boolean xSliderMoved(Controller controller, int sliderCode,
        boolean value) {
    // TODO Auto-generated method stub
    return false;
}

@Override
public boolean ySliderMoved(Controller controller, int sliderCode,
        boolean value) {
    // TODO Auto-generated method stub
    return false;
}

@Override
public boolean accelerometerMoved(Controller controller,
        int accelerometerCode, Vector3 value) {
    // TODO Auto-generated method stub
    return false;
}

}

因此,根据我对它的工作原理的了解,现在当我将其加载到OUYA上时,按下“ O”按钮时角色应该跳转。但是什么也没发生。我想我缺少了一些东西。实施中是否存在明显错误?

我在Java方面的专长是从事Web开发多年,最近才刚回到Java,在微控制台上玩游戏和交互式内容。我认为从一个简单的教程开始并尝试在此基础上进行尝试是一个好主意,对吗?

期待获得一些很棒的帮助!

谢谢,

菲尔

PT

尝试添加:

Controllers.addListener(this);

就在之前:

Gdx.input.setInputProcessor(this);

setInputProcessor仅为内置输入事件(按键,触摸事件等)注册侦听器。控制器是一个外部库,需要分别进行初始化和加载。

您也需要导入com.badlogic.gdx.controllers.Controllers

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