在LIBGDX中实现游戏手柄控制器?

时间:2013-10-07 13:24:31

标签: java libgdx ouya

我对如何实现LIBGDX控制器支持感到茫然。所以这里有详细信息。

假设我在这里遵循教程:http://obviam.net/index.php/getting-started-in-android-game-development-with-libgdx-create-a-working-prototype-in-a-day-tutorial-part-1/

第4部分教程的Git(我试图实现游戏手柄)在这里:https://github.com/obviam/star-assault/tree/part4

我已经完成了最后一步,现在它正在运行,我可以使用键盘与角色进行交互。我现在想通过控制器使用OUYA或USB来控制角色。

我已阅读以下内容:http://www.badlogicgames.com/wordpress/?p=2724    我已经将jar文件添加到主项目中并进行了Ordered和Exported。    我现在修改了我的GameScreen类,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;
}

}

基于我对其工作原理的理解,现在当我在OUYA上加载它时,当按下“O”按钮时,角色应该跳转。但没有任何反应。我想我错过了什么。实施中有任何明显的错误?

我在Java工作的地方是多年来我一直在网络开发,最近又回到了Java,在微控制台上玩游戏和互动。我想从一个简单的教程开始,尝试构建它是个好主意,对吧?

期待获得一些非常棒的帮助!

谢谢,

菲尔

1 个答案:

答案 0 :(得分:5)

尝试添加:

Controllers.addListener(this);

之前:

Gdx.input.setInputProcessor(this);

setInputProcessor仅为内置输入事件(键,触摸事件等)注册侦听器。控制器是一个外部库,需要单独初始化和加载。

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