Difference between revisions of "Mobile Controls"

From GiderosMobile
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=== Mobile Controls Class (first option) ===
 
=== Mobile Controls Class (first option) ===
 
This is the first option to add mobile controls to your game.
 
This is the first option to add mobile controls to your game.
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
Mobile = Core.class(Sprite)
 
Mobile = Core.class(Sprite)
  
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=== Mobile Controls Class (second option) ===
 
=== Mobile Controls Class (second option) ===
 
This is the second option to add mobile controls to your game.
 
This is the second option to add mobile controls to your game.
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
-- ***************************************
 
-- ***************************************
 
--[[
 
--[[
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=== Usage ===
 
=== Usage ===
 
Whichever above options (class) you choose they work the same, you pass your Player class as an argument to the Mobile class.
 
Whichever above options (class) you choose they work the same, you pass your Player class as an argument to the Mobile class.
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
-- mobile controls
 
-- mobile controls
 
local mymobile = Mobile.new(self.player1)
 
local mymobile = Mobile.new(self.player1)

Revision as of 14:28, 13 July 2023

Here you will find various resources to help you create games and apps in Gideros Studio.

note: you may have to provide your own assets (fonts, gfx, …)

Description

Here are two classes which allow you to control your player, on your mobile device, using touch buttons.

It has 4 buttons: right, left, A, B but you can add more.

note: the first class uses the UI_Buttons#Button_with_Text class, but you are free to use any other kind of buttons

Sample image:

Mobile Controls Class (first option)

This is the first option to add mobile controls to your game. <syntaxhighlight lang="lua"> Mobile = Core.class(Sprite)

function Mobile:init(xplayer1) self:myButtons(xplayer1) end

-- BUTTONS/TOUCH HANDLER function Mobile:myButtons(xplayer1) --function ButtonText:init(text, tfont, tcolor, tscalex, tscaley, upState, downState) local mybtnright = ButtonText.new(">", nil, 0xffffff, 12, 8) mybtnright:setPosition(myappwidth - mybtnright:getWidth() / 2, myappheight) self:addChild(mybtnright) local mybtnleft = ButtonText.new("<", nil, 0xffffff, 12, 8) mybtnleft:setPosition(myappwidth - mybtnleft:getWidth() / 2 - mybtnright:getWidth() - 32, myappheight) self:addChild(mybtnleft) local mybtnA = ButtonText.new("A", nil, 0xffffff, 8, 8) mybtnA:setPosition(mybtnA:getWidth() / 2, myappheight) self:addChild(mybtnA) local mybtnB = ButtonText.new("B", nil, 0xffffff, 8, 8) mybtnB:setPosition(mybtnB:getWidth() / 2 + mybtnA:getWidth() + 8, myappheight - 24) self:addChild(mybtnB)

-- buttons listenners -- right mybtnright:addEventListener(Event.TOUCHES_BEGIN, function(e) if mybtnright:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyright = true xplayer1.iskeyleft = false end end) mybtnright:addEventListener(Event.TOUCHES_END, function(e) if mybtnright:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyright = false end end) mybtnright:addEventListener(Event.TOUCHES_CANCEL, function(e) if mybtnright:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyright = false end end) mybtnright:addEventListener(Event.TOUCHES_MOVE, function(e) if mybtnleft:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyright = false xplayer1.iskeyleft = true end end)

-- left mybtnleft:addEventListener(Event.TOUCHES_BEGIN, function(e) if mybtnleft:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyleft = true xplayer1.iskeyright = false end end) mybtnleft:addEventListener(Event.TOUCHES_END, function(e) if mybtnleft:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyleft = false end end) mybtnleft:addEventListener(Event.TOUCHES_CANCEL, function(e) if mybtnleft:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyleft = false end end) mybtnleft:addEventListener(Event.TOUCHES_MOVE, function(e) if mybtnright:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyleft = false xplayer1.iskeyright = true end end)

-- A (down) mybtnA:addEventListener(Event.TOUCHES_BEGIN, function(e) if mybtnA:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeydown = true end end) mybtnA:addEventListener(Event.TOUCHES_END, function(e) if mybtnA:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeydown = false end end) mybtnA:addEventListener(Event.TOUCHES_CANCEL, function(e) if mybtnA:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeydown = false end end) mybtnA:addEventListener(Event.TOUCHES_MOVE, function(e) if mybtnB:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeydown = false xplayer1.iskeyup = true end end)

-- B (jump) mybtnB:addEventListener(Event.TOUCHES_BEGIN, function(e) if mybtnB:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyup = true end end) mybtnB:addEventListener(Event.TOUCHES_END, function(e) if mybtnB:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyup = false end end) mybtnB:addEventListener(Event.TOUCHES_CANCEL, function(e) if mybtnB:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyup = false end end) mybtnB:addEventListener(Event.TOUCHES_MOVE, function(e) if mybtnA:hitTestPoint(e.touch.x, e.touch.y) then xplayer1.iskeyup = false xplayer1.iskeydown = true end end) end </source>

Mobile Controls Class (second option)

This is the second option to add mobile controls to your game. <syntaxhighlight lang="lua"> -- *************************************** --[[

  v.3.1
  (c)Oleg Simonenko

simartinfo.blogspot.com github.com/razorback456/gideros_tools ]] -- ***************************************

ButtonOleg = gideros.class(Sprite)

function ButtonOleg:init(xtext, xcolor, xscalex, xscaley, xalpha) self.textalpha = xalpha or nil self.text = TextField.new(nil, xtext) self.text:setTextColor(xcolor or 0x0) self.text:setScale(xscalex, xscaley) self.text:setAlpha(self.textalpha or 0) self:addChild(self.text) -- listeners self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self) self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self) self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self) end

function ButtonOleg:onTouchesBegin(e) if self:hitTestPoint(e.touch.x, e.touch.y) then self:dispatchEvent(Event.new("clickDown")) if self.textalpha then local tempalpha = self.textalpha + 0.2 self.text:setAlpha(tempalpha) end end end

function ButtonOleg:onTouchesMove(e) if self:hitTestPoint(e.touch.x, e.touch.y) then local clickMove = Event.new("clickMove") self:dispatchEvent(clickMove) if self.textalpha then local tempalpha = self.textalpha + 0.2 self.text:setAlpha(tempalpha) end end end

function ButtonOleg:onTouchesEnd(e) if self:hitTestPoint(e.touch.x, e.touch.y) then self:dispatchEvent(Event.new("clickUp")) if self.textalpha then local tempalpha = self.textalpha self.text:setAlpha(tempalpha) end end end

-- ************************ -- *** 2 PADS DIRECTION *** -- ************************ MobileXv1 = Core.class(Sprite)

function MobileXv1:init(xhero) -- local variables local scalex, scaley = 26, 22 -- 18, 14 local alpha = 0.25 -- 0.15 -- left pad buttons local btnup = ButtonOleg.new("O", 0xffffff, scalex - 2, scaley, alpha) -- UP (B) btnup:setPosition(myappleft, myappbot - btnup:getHeight()) self:addChild(btnup) local btndown = ButtonOleg.new("O", 0xffffff, scalex - 2, scaley, alpha) -- DOWN (A) btndown:setPosition(myappleft, myappbot) self:addChild(btndown) local btnX = ButtonOleg.new("X", 0xff0000, scalex - 0, scaley, alpha) -- SPACE (X) btnX:setPosition(myappleft + btnX:getWidth(), myappbot - btnX:getHeight() / 2) self:addChild(btnX) -- buttons CANCELLER -- LEFT PAD local btnscanceller1 = ButtonOleg.new("O", 0xffffff, scalex * 4, scaley * 3, nil) -- nil, 1 btnscanceller1:setPosition(myappleft, myappbot) self:addChild(btnscanceller1)

-- right pad buttons local btnleft = ButtonOleg.new("O", 0xffffff, scalex + 5, scaley + 3, alpha) -- LEFT btnleft:setPosition(myappright - 2 * btnleft:getWidth() - 8, myappbot) self:addChild(btnleft) local btnright = ButtonOleg.new("O", 0xffffff, scalex + 5, scaley + 3, alpha) -- RIGHT btnright:setPosition(myappright - btnright:getWidth() - 8, myappbot) self:addChild(btnright) -- buttons CANCELLER -- RIGHT PAD local btnscanceller2 = ButtonOleg.new("O", 0xffffff, scalex * 4, scaley * 3, nil) -- nil, 1 btnscanceller2:setPosition(myappright + myappleft - btnscanceller2:getWidth(), myappbot) self:addChild(btnscanceller2)

-- listeners -- CANCELLERS btnscanceller1:addEventListener("clickMove", function(e) -- BUTTON CANCELLER 1 -- e:stopPropagation() xhero.isup = false xhero.isdown = false xhero.isaction1 = false end) btnscanceller2:addEventListener("clickMove", function(e) -- BUTTON CANCELLER 2 -- e:stopPropagation() xhero.isright = false xhero.isleft = false end)

-- BUTTONS btnup:addEventListener("clickDown", function(e) -- UP O e:stopPropagation() xhero.isup = true end) btnup:addEventListener("clickMove", function(e) xhero.isup = true btnup.text:setAlpha(alpha) btndown.text:setAlpha(alpha) btnX.text:setAlpha(alpha) end) btnup:addEventListener("clickUp", function(e) e:stopPropagation() xhero.isup = false xhero.wasup = false -- prevent constant jumps btnup.text:setAlpha(alpha) btndown.text:setAlpha(alpha) btnX.text:setAlpha(alpha) end)

btndown:addEventListener("clickDown", function(e) -- DOWN O e:stopPropagation() xhero.isdown = true end) btndown:addEventListener("clickMove", function(e) xhero.isdown = true btnup.text:setAlpha(alpha) btndown.text:setAlpha(alpha) btnX.text:setAlpha(alpha) end) btndown:addEventListener("clickUp", function(e) e:stopPropagation() xhero.isdown = false xhero.wasdown = false -- prevent constant going down ptpf btnup.text:setAlpha(alpha) btndown.text:setAlpha(alpha) btnX.text:setAlpha(alpha) end)

btnX:addEventListener("clickDown", function(e) -- SPACE X e:stopPropagation() xhero.isaction1 = true end) btnX:addEventListener("clickMove", function(e) -- xhero.isaction1 = true xhero.isaction1 = false btnup.text:setAlpha(alpha) btndown.text:setAlpha(alpha) btnX.text:setAlpha(alpha) end) btnX:addEventListener("clickUp", function(e) e:stopPropagation() xhero.isaction1 = false btnup.text:setAlpha(alpha) btndown.text:setAlpha(alpha) btnX.text:setAlpha(alpha) end)

btnleft:addEventListener("clickDown", function(e) -- LEFT O e:stopPropagation() xhero.isleft = true end) btnleft:addEventListener("clickMove", function(e) xhero.isleft = true btnleft.text:setAlpha(alpha) btnright.text:setAlpha(alpha) end) btnleft:addEventListener("clickUp", function(e) e:stopPropagation() xhero.isleft = false btnleft.text:setAlpha(alpha) btnright.text:setAlpha(alpha) end)

btnright:addEventListener("clickDown", function(e) -- RIGHT O e:stopPropagation() xhero.isright = true end) btnright:addEventListener("clickMove", function(e) xhero.isright = true btnleft.text:setAlpha(alpha) btnright.text:setAlpha(alpha) end) btnright:addEventListener("clickUp", function(e) e:stopPropagation() xhero.isright = false btnleft.text:setAlpha(alpha) btnright.text:setAlpha(alpha) end) end </source>

Usage

Whichever above options (class) you choose they work the same, you pass your Player class as an argument to the Mobile class. <syntaxhighlight lang="lua"> -- mobile controls local mymobile = Mobile.new(self.player1) self:addChild(mymobile) </source>