Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  How to make Android Input with Libgdx?  (Read 2301 times)
0 Members and 1 Guest are viewing this topic.
Offline Andre Lopes
« Posted 2013-10-27 22:55:27 »

Hey Guys...
I have a game, which is running on desktop. I use  WASD to move/jump and i use the mouse to shoot arrows....

Im wondering, how will i move that to android?

Also, im working on changing the archer Sprite because it isnt my property...
But heres a little video.

I need tips, i want it to run on HTML and android and desktop.

I noticed it uses max 50mb of java heap in netbeans profiler.


Offline Andre Lopes
« Reply #1 - Posted 2013-10-28 02:10:22 »

I started researching more and i noticed that the idea is to make a "Dpad" to simulate the keyboard...

I can use the touch for the mouse and the DPAD for the keyboard...

But for the HTML version , can i simply use the keyboard?

Btw, anyone knows hows to convert the desktop version to the HTML? or i need android version to make the HTML one ?
Offline Jimmt
« League of Dukes »

JGO Kernel

Medals: 167
Projects: 5
Exp: 6 years

« Reply #2 - Posted 2013-10-28 02:26:57 »

You need to make a separate game-html project, which the setup-ui will do for you. Try following this and scroll down to html5, and/or watch the video.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Andre Lopes
« Reply #3 - Posted 2013-11-10 16:16:58 »

Jimmt, thanks for your reply.
I did that, and since now i was dealing with porting the code from netbeans to eclipse.

The game runs fine for desktop and android. Though HTML is still giving me headache, i have come to post here again because i need a tip about input again.

I want to put this in my libgdx game :

Also, im using if (keycode == Keys.M)....

So i will have to change all that for android right? Im thinking in put that game pad in the bottom of the screen but transparent, without that black background. Can i just use buttons or there is a specific way to do that ?
Pages: [1]
  ignore  |  Print  

EgonOlsen (74 views)
2018-06-10 19:43:48

EgonOlsen (55 views)
2018-06-10 19:43:44

EgonOlsen (74 views)
2018-06-10 19:43:20

DesertCoockie (254 views)
2018-05-13 18:23:11

nelsongames (154 views)
2018-04-24 18:15:36

nelsongames (154 views)
2018-04-24 18:14:32

ivj94 (895 views)
2018-03-24 14:47:39

ivj94 (156 views)
2018-03-24 14:46:31

ivj94 (808 views)
2018-03-24 14:43:53

Solater (172 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!