I'm at a loss as to how to implement the LIBGDX controller support. So here are the details.
Let's say I'm following the tutorial here: http://obviam.net/index.php/getting-started-in-android-game-development-with-libgdx-create-a-working-prototype-in-a-day-tutorial-part-1/
The Git for the tutorial at Part 4 (where i'm trying to implement a gamepad) is here: https://github.com/obviam/star-assault/tree/part4
I've made it to the final step and now it's running and I can interact with the character using the keyboard. I want to now make the character controllable via a controller either with the OUYA or through USB.
I have read the following: http://www.badlogicgames.com/wordpress/?p=2724 I have added the jar files to the main project and have Ordered and Exported. I have now modified my GameScreen class to look as follows:
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;
}
}
So based on my understand of how this works, right now when I load this on the OUYA the character should Jump when the "O" button is pressed. But nothing happens. I think I'm missing something. Any glaring mistakes in implementation?
Where I'm at with Java is I've been web developing for a number of years and have just recently returned to Java again to play around with games and interactive stuff on micro consoles. I figure starting off with a simple tutorial and experimenting with building on it would be a good idea, right?
Look forward to getting some awesome help!
Thanks,
Phil
Try adding:
Controllers.addListener(this);
right before:
Gdx.input.setInputProcessor(this);
setInputProcessor
only registers listeners for the built-in input events (keys, touch events, etc). The controllers are an external library, and it needs to be initialized and loaded separately.
You will need to import com.badlogic.gdx.controllers.Controllers
, too.