遊戲控制器具備額外功能,可大幅提升玩家的互動體驗和沉浸感。Android 遊戲控制器的觸覺回饋、動作感應器和燈光功能,特別有助於加深和豐富遊戲體驗。每項功能都能以獨特方式刺激玩家的感官,在遊戲中促成更有意義且直覺的互動。
觸覺回饋
Android 遊戲控制器的觸覺回饋功能是一項重要技術,可在遊戲過程中提供真實的觸覺回饋。
觸覺回饋技術會透過震動或動作,為使用者提供實體感受。舉例來說,當遊戲中發生爆炸時,控制器會震動,讓玩家真實感受到衝擊。此外,微弱的震動可與角色走路或跑步的聲音同步,提供更逼真的體驗。這類觸覺回饋可讓玩家實際感受遊戲中發生的各種事件。
這項技術可讓玩家更投入遊戲、放大情緒反應,並豐富遊戲動態。Android 遊戲控制器的觸覺回饋設定不僅能擴展遊戲開發人員的創作可能性,還能為玩家提供前所未有的逼真遊戲體驗。
Kotlin
fun triggerVibrationMultiChannel(
deviceId: Int, leftIntensity: Int, leftDuration: Int,
rightIntensity: Int, rightDuration: Int) {
val inputDevice = InputDevice.getDevice(deviceId)
val vibratorManager = inputDevice!!.vibratorManager
if (vibratorManager != null) {
val vibratorIds = vibratorManager.vibratorIds
val vibratorCount = vibratorIds.size
if (vibratorCount > 0) {
// We have an assumption that game controllers have two vibrators
// corresponding to a left motor and a right motor, and the left
// motor will be first.
updateVibrator(vibratorManager.getVibrator(vibratorIds [0]), leftIntensity, leftDuration)
if (vibratorCount > 1) {
updateVibrator(vibratorManager.getVibrator(vibratorIds[1]), rightIntensity, rightDuration)
}
}
}
}
fun updateVibrator(vibrator: Vibrator?, intensity: Int, duration: Int) {
if (vibrator != null) {
if (intensity == 0) {
vibrator.cancel()
} else if (duration > 0) {
vibrator.vibrate(VibrationEffect.createOneShot(duration.toLong(), intensity))
}
}
}
Java
public void triggerVibrationMultiChannel(
int deviceId, int leftIntensity, int leftDuration,
int rightIntensity, int rightDuration) {
InputDevice inputDevice = InputDevice.getDevice(deviceId);
// Check if device exists to avoid NullPointerException
if (inputDevice == null) {
return;
}
VibratorManager vibratorManager = inputDevice.getVibratorManager();
if (vibratorManager != null) {
int[] vibratorIds = vibratorManager.getVibratorIds();
int vibratorCount = vibratorIds.length;
if (vibratorCount > 0) {
// We have an assumption that game controllers have two vibrators
// corresponding to a left motor and a right motor, and the left
// motor will be first.
updateVibrator(vibratorManager.getVibrator(vibratorIds[0]), leftIntensity, leftDuration);
if (vibratorCount > 1) {
updateVibrator(vibratorManager.getVibrator(vibratorIds[1]), rightIntensity, rightDuration);
}
}
}
}
public void updateVibrator(Vibrator vibrator, int intensity, int duration) {
if (vibrator != null) {
if (intensity == 0) {
vibrator.cancel();
} else if (duration > 0) {
vibrator.vibrate(VibrationEffect.createOneShot. ((long) duration, intensity));
}
}
}
如要使用震動功能,請設定功能和權限。
<application ...>
...
<uses-feature android:name="android.hardware.gamepad" android:required="true"/>
<uses-permission android:name="android.permission.VIBRATE"/>
...
</application>
如要進一步瞭解VibratorManager 和應用程式資訊清單,
動作感應器
其中一項創新技術就是配備動作感應器的 Android 遊戲控制器,可提升遊戲體驗。這項技術可精確偵測使用者的肢體動作,並將資料轉換為遊戲中的動作,提供更直覺、身歷其境的遊戲體驗。在本簡介中,我們將探討 Android 遊戲控制器的動作感應器功能運作方式。
動作感應器通常會整合陀螺儀和加速計,偵測使用者的動作和方向。
這項服務需要實作加速度和陀螺儀監聽器類別,並向控制器的感應器管理員註冊這些監聽器。
Kotlin
fun setIntegratedAccelerometerActive(deviceId: Int) {
val device = InputDevice.getDevice(deviceId)
val sensorManager = device?.sensorManager
val accelerometer = sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER)
if (accelerometer != null) {
val accelerometerListener =
GameControllerAccelerometerListener(accelerometer)
sensorManager.registerListener(
accelerometerListener, accelerometer,
SensorManager.SENSOR_DELAY_GAME
)
}
}
fun setIntegratedGyroscopeActive(deviceId: Int) {
val device = InputDevice.getDevice(deviceId)
val sensorManager = device?.sensorManager
val gyroscope = sensorManager?.getDefaultSensor(Sensor.TYPE_GYROSCOPE)
if (gyroscope != null) {
val gyroscopeListener = GameControllerGyroscopeListener(gyroscope)
sensorManager.registerListener(
gyroscopeListener, gyroscope,
SensorManager.SENSOR_DELAY_GAME
)
}
}
class GameControllerAccelerometerListener(private val listenerAccelerometer: Sensor?) :
SensorEventListener {
override fun onSensorChanged(event: SensorEvent) {
if (listenerAccelerometer != null) {
synchronized(listenerAccelerometer) {
if (event.sensor == listenerAccelerometer) {
Log.d("Accelerometer",
"onSensorChanged " + event.values[0] + ", "
+ event.values[1] + ", " + event.values[2])
}
}
}
}
override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
}
}
class GameControllerGyroscopeListener(private val listenerGyroscope: Sensor?) :
SensorEventListener {
override fun onSensorChanged(event: SensorEvent) {
if (listenerGyroscope != null) {
synchronized(listenerGyroscope) {
if (event.sensor == listenerGyroscope) {
Log.d("Gyroscope",
"onSensorChanged " + event.values[0] + ", " +
event.values[1] + ", " + event.values[2])
}
}
}
}
override fun onAccuracyChanged(sensor: Sensor, accuracy: Int) {
}
}
Java
public void setIntegratedAccelerometerActive(int deviceId) {
InputDevice device = InputDevice.getDevice(deviceId);
// Safe handling for null device or sensor manager
if (device == null) {
return;
}
SensorManager sensorManager = device.getSensorManager();
if (sensorManager == null) {
return;
}
Sensor accelerometer = sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
if (accelerometer != null) {
GameControllerAccelerometerListener accelerometerListener =
new GameControllerAccelerometerListener(accelerometer);
sensorManager.registerListener(
accelerometerListener, accelerometer,
SensorManager.SENSOR_DELAY_GAME
);
}
}
public void setIntegratedGyroscopeActive(int deviceId) {
InputDevice device = InputDevice.getDevice(deviceId);
if (device == null) {
return;
}
SensorManager sensorManager = device.getSensorManager();
if (sensorManager == null) {
return;
}
Sensor gyroscope = sensorManager.getDefaultSensor(Sensor.TYPE_GYROSCOPE);
if (gyroscope != null) {
GameControllerGyroscopeListener gyroscopeListener =
new GameControllerGyroscopeListener(gyroscope);
sensorManager.registerListener(
gyroscopeListener, gyroscope,
SensorManager.SENSOR_DELAY_GAME
);
}
}
public static class GameControllerAccelerometerListener implements SensorEventListener {
private final Sensor listenerAccelerometer;
public GameControllerAccelerometerListener(Sensor listenerAccelerometer) {
this.listenerAccelerometer = listenerAccelerometer;
}
@Override
public void onSensorChanged(SensorEvent event) {
if (listenerAccelerometer != null) {
synchronized (listenerAccelerometer) {
if (event.sensor == listenerAccelerometer) {
Log.d("Accelerometer",
"onSensorChanged " + event.values[0] + ", "
+ event.values[1] + ", " + event.values[2]);
}
}
}
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
}
}
public static class GameControllerGyroscopeListener implements SensorEventListener {
private final Sensor listenerGyroscope;
public GameControllerGyroscopeListener(Sensor listenerGyroscope) {
this.listenerGyroscope = listenerGyroscope;
}
@Override
public void onSensorChanged(SensorEvent event) {
if (listenerGyroscope != null) {
synchronized (listenerGyroscope) {
if (event.sensor == listenerGyroscope) {
Log.d("Gyroscope",
"onSensorChanged " + event.values[0] + ", " +
event.values[1] + ", " + event.values [2]);
}
}
}
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
}
}
如要進一步瞭解動作感應器和SensorEventListener。
燈光
Android 遊戲控制器上的燈光顏色設定,可透過視覺元素為遊戲體驗增添全新層次的沉浸感。
控制器內建 LED 燈,可顯示各種顏色,並根據不同遊戲情境動態變化。舉例來說,當玩家的生命值危急時,燈光可能會閃爍紅色;完成特定任務時,燈光則會發出綠光,根據遊戲內事件提供視覺回饋。這些淺色設定可提高使用者參與度、增添遊戲的懸疑感和樂趣,並協助玩家更投入遊戲世界。
Android 遊戲控制器的燈光顏色功能不僅僅是裝飾,還能營造遊戲氛圍,提升使用者體驗。
Kotin
fun changeControllerLightColor(deviceId: Int, color: Int) {
val device = InputDevice.getDevice(deviceId)
device?.let {
if (it.sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK) {
val lightsManager = device.lightsManager
lightsManager?.let { manager ->
manager.lights.forEach { light ->
val stateBuilder = LightState.Builder()
stateBuilder.setColor(color)
val requestBuilder = LightsRequest.Builder()
requestBuilder.addLight(light, stateBuilder.build())
val lightsSession = lightsManager.openSession()
lightsSession.requestLights(requestBuilder.build())
}
}
}
}
}
Java
public void changeControllerLightColor(int deviceId, int color) {
InputDevice device = InputDevice.getDevice(deviceId);
if (device != null) {
// Check if the device is a joystick.
// Note: Parentheses are required around the bitwise AND operation in Java
// because == has higher precedence than &.
if ((device.getSources() & InputDevice. SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK) {
LightsManager lightsManager = device.getLightsManager();
if (lightsManager != null) {
for (Light light : lightsManager.getLights()) {
LightState.Builder stateBuilder = new LightState.Builder();
stateBuilder.setColor(color);
LightsRequest.Builder requestBuilder = new LightsRequest.Builder();
requestBuilder.addLight(light, stateBuilder.build());
LightsManager.Session lightsSession = lightsManager.openSession();
lightsSession.requestLights(requestBuilder.build());
}
}
}
}
}
如要使用震動功能,請設定功能和權限。
<application ...>
...
<uses-feature android:name="android.hardware.gamepad" android:required="true"/>
<uses-permission android:name="android.permission.LIGHTS" />
...
</application>
如要進一步瞭解LightsManager 和應用程式資訊清單,
控制器觸控板
部分遊戲控制器內建觸控板,可用於執行各種遊戲內動作,例如導覽選單,或以更直覺的方式控制遊戲角色。
如果遊戲控制器內建觸控板,即可直接控制 Android 裝置。觸控板會產生螢幕上的滑鼠指標,方便您以類似滑鼠的方式直覺操作。