Monday, September 12, 2022
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Newbie information to desktop controller enter? – cocos2d-x


hi there,
I’ve search rather a lot in google and this discussion board about how one can enter a gamepad controller, however didn’t actually succed to observe how one can really make it work. Some matter are very previous, 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 check. All I would like is to see if the occasion is triggered once I press down one thing.

#embody <CCGameController.h>
USING_NS_CC;

//....

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

	auto eventListenerController = EventListenerController::create();

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

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

}

I get the next:

ControllerImpl: Couldn't discover a button enter map for controller: Xbox Controller
ControllerImpl: Couldn't discover an axis enter map for controller: Xbox Controller

Does that signifies that it solely works with an Xbox Controller or am I doing one thing flawed? 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 “information for dummys” . Many matter 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 advanced to realize with cocos2dx? As a result of clearly, each consumer have a unique kind of controller. I’m even taking part in video games with the ps5 controller on laptop.

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

void Participant::createEventListenerKeyboard()
{
	auto eventListenerKeyboard = EventListenerKeyboard::create();  // hacer attr privado?
	eventListenerKeyboard->onKeyPressed = [=](EventKeyboard::KeyCode code, Occasion* 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 Visible C++ documentation on asserts

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

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

thanks upfront

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