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Beginner information to desktop controller enter? – cocos2d-x

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Beginner information to desktop controller enter? – cocos2d-x

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hey,
I’ve search lots in google and this discussion board about methods to enter a gamepad controller, however didn’t actually succed to comply with methods to really make it work. Some subject are very outdated, and another have snippets of code that didn’t actually assist.
Can somebody present some newbie code to make it work please? I attempted with a quite simple take a look at. All I need is to see if the occasion is triggered after I press down one thing.

#embrace <CCGameController.h>
USING_NS_CC;

//....

void Player::gamePadListener()
{
	Controller::startDiscoveryController();

	auto eventListenerController = EventListenerController::create();

	eventListenerController->onKeyDown = [=](cocos2d::Controller* controller, int key_code, cocos2d::Event* evt) {
        CCLOG("gamepad key pressed %i", key_code);
    };

	this->_eventDispatcher->addEventListenerWithSceneGraphPriority(eventListenerController, this);

}

I get the next:

ControllerImpl: Could not discover a button enter map for controller: Xbox Controller
ControllerImpl: Could not discover an axis enter map for controller: Xbox Controller

Does that implies that it solely works with an Xbox Controller or am I doing one thing fallacious? I’ve tried this with 2 controllers: one, the xbox one wi-fi controller, an two a nacom controller (so a random controller).

Can somebody present some “guide for dummys” . Many subject about it appear to be already within the assumptions on how all this works. How can we make any controller work on home windows, mac or linux?? is that this too complicated to realize with cocos2dx? Because clearly, each consumer have a distinct kind of controller. I’m even enjoying video games with the ps5 controller on computer.

And one very last thing. They keyboard occasion listener works completely advantageous. I’ve somthing like this

void Player::createEventListenerKeyboard()
{
	auto eventListenerKeyboard = EventListenerKeyboard::create();  // hacer attr privado?
	eventListenerKeyboard->onKeyPressed = [=](EventKeyboard::KeyCode code, Event* occasion) {
        //....some code
        }      
	this->_eventDispatcher->addEventListenerWithSceneGraphPriority(eventListenerKeyboard, GameGlobals::playerSprite);
}

my query is in regards to the final line.

	this->_eventDispatcher->addEventListenerWithSceneGraphPriority(eventListenerKeyboard, GameGlobals::playerSprite);

if return to the controller code and do that

// this does not crash
// this->_eventDispatcher->addEventListenerWithSceneGraphPriority(eventListenerController, this);  

// this crashes
this->_eventDispatcher->addEventListenerWithSceneGraphPriority(eventListenerController, GameGlobals::playerSprite);

then the sport crashes earlier than it begins with the error

Program: ...inbinspaceShooter_0.1DebugspaceShooter_0.1.exe
File: D:CHIMERA STUDIOCHIMERA GAMESlea...CCEvent...her.cpp
Line: 504

Expression: listener && node

For data on how your program could cause an assertion
failure, see the Visual C++ documentation on asserts

so why utilizing GameGlobals::playerSprite crashes for the controller, however works advantageous within the keyboard?

Any, I hope somebody shed some gentle on this as a result of I’m about to publish my first recreation and I can’t if I don’t determine all this.

thanks upfront

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