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  • Haz que tu juego sea genial con controles táctiles

    Profundiza en las técnicas que puedes usar para crear experiencias táctiles atractivas para tus juegos. Compartiremos conocimientos de expertos sobre el desarrollo de videojuegos, desde títulos independientes hasta juegos AAA, analizaremos las mejores prácticas para crear controles táctiles intuitivos y te mostraremos cómo aprovechar tecnologías de Apple, como el framework Touch Controller y Metal, para obtener un rendimiento óptimo. 

    Capítulos

    • 0:00 - Introducción
    • 1:42 - Configura un controlador táctil
    • 4:52 - Crea diseños flexibles
    • 10:17 - Diseña interacciones fluidas
    • 21:16 - Proporciona comentarios relevantes
    • 23:49 - Próximos pasos

    Recursos

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  • Buscar este video…
    • 2:04 - GCController polling vs. change handlers

      // Polling
      if (button.isPressed) {
          // ...
      }
      
      // Change handlers
      pressedInput.pressedDidChangeHandler = { (element: any GCPhysicalInputElement,
                                                 input: any GCPressedStateInput,
                                                 pressed: Bool)
          // ...
      }
    • 3:14 - Set up a TCTouchController

      // Set up a TCTouchController
      private(set) var touchController: TCTouchController?
      
      let descriptor = TCTouchControllerDescriptor(mtkView: mtkView)
      if TCTouchController.isSupported {
          touchController = TCTouchController(descriptor: descriptor)
      }
      touchController?.connect()
      touchController?.render(using: renderEncoder)
      
      override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
          for touch in touches {
              touchControls.handleTouchBegan(at: touch.location(in: view), index: touch.hash)
          }
      }
      
      buttonA?.valueChangedHandler = { (_ button: GCControllerButtonInput, _ value: Float,
                                        _ pressed: Bool) in
          // ...
      }
    • 8:33 - Create a standard circular button B

      // Create a standard circular button B
      let buttonBDesc = TCButtonDescriptor()
      buttonBDesc.label = TCControlLabel.buttonB
      buttonBDesc.anchor = .bottomRight
      buttonBDesc.offset = adjustedOffset(CGPoint(x: -35, y: -106), for: buttonBDesc.anchor)
      buttonBDesc.contents = .buttonContents(forSystemImageNamed: "b.circle",
                                             size: buttonBDesc.size, shape: .circle,
                                             controller: touchController)
      // Set other properties ...
      touchController.addButton(descriptor: buttonBDesc)
      
      func adjustedOffset(_ offset: CGPoint, for anchor: TCControlLayoutAnchor) -> CGPoint {
          // Adjust offset for other anchors ...
          case .bottomRight:
              x -= safeArea.right
              y -= safeArea.bottom
      }
    • 10:48 - Change icon image

      // Change icon image
      buttonBDesc.contents = .buttonContents(forSystemImageNamed: "figure.fencing",
                                             size: buttonBDesc.size,
                                             shape: .circle,
                                             controller: touchController)
    • 11:51 - Update contents for button B based on context

      // Update contents for button B based on context
      func setButtonBContents(symbolName: String) {
          for button in touchController.buttons {
              if button.label == TCControlLabel.buttonB {
                  button.contents = .buttonContents(forSystemImageNamed: symbolName, size: buttonSize,
                                                    shape: .circle, controller: touchController)
              }
          }
      }
      
      func cyclePower() {
          // Get the current power type ...
          switch currentPower {
              case .strike:       touchControls?.setButtonBContents(symbolName: "figure.fencing")
              case .fireball:     touchControls?.setButtonBContents(symbolName: "flame.fill")
              case .waterBlaster: touchControls?.setButtonBContents(symbolName: "drop.fill")
          }
      }
    • 13:01 - Hide left thumbstick when not touched

      // Hide left thumbstick when it is not touched
      let leftStickDesc = TCThumbstickDescriptor()
      leftStickDesc.hidesWhenNotPressed = true
      // Set other properties ...
      touchController.addThumbstick(descriptor: leftStickDesc)
    • 13:19 - Show/hide the pick-up button

      // Show pickup button when there's an item nearby
      func showPickupButton(at projectedPosition: CGPoint) {
          // Calculate the position(ptX, ptY) for pickup button ...
          descriptor.offset = CGPoint(x: ptX, y: ptY)
          // Set other properties ...
          touchController.addButton(descriptor: descriptor)
      }
      
      func hidePickupButton() {
          for button in touchController.buttons {
              if button.label == TCControlLabel.buttonY {
                  touchController.removeControl(button)
              }
          }
      }
    • 13:56 - Show power options as touch controls

      // Show power options as touch controls
      buttonX?.pressedChangedHandler = { (_ button: GCControllerButtonInput, _ value: Float,
                                          _ pressed: Bool) -> Void in
          if pressed {
              self.openPowerWheel()
          }
      }
      
      func openPowerWheel() {
          touchControls?.showPowerWheelButtons(fireballCount: fireballCount, has: hasWaterBlaster)
          wirePowerWheelHandlers()
          DispatchQueue.main.asyncAfter(deadline: .now() + 3.0) { [weak self] in
              guard let self = self, self.powerWheelActive else { return }
              self.closePowerWheel()
          }
      }
    • 15:34 - Use the left half of the screen for character movement

      // Use the left half of the screen for character movement
      let leftStickDesc = TCThumbstickDescriptor()
      leftStickDesc.colliderShape = .leftSide // Don't set as .circle
      // Set other properties ...
      touchController.addThumbstick(descriptor: leftStickDesc)
    • 16:39 - Calculate thumbstick tilt magnitude to trigger sprint

      // Calculate left thumbstick's tilt magnitude to trigger sprint
      func pollInput() {
          if let gamePad = gameController.extendedGamepad {
              let gamePadLeft = gamePad.leftThumbstick
              var moveInput = simd_make_float2(gamePadLeft.xAxis.value, -gamePadLeft.yAxis.value)
              let magnitude = simd_length(moveInput)
              if magnitude > 0.8 {
                  self.runModifier = 1.3
              }
              self.characterDirection = moveInput
          }
      }
    • 17:36 - Replace right thumbstick with a touchpad

      // Replace right thumbstick with touchpad
      let touchpadDesc = TCTouchpadDescriptor()
      touchpadDesc.label = TCControlLabel.rightThumbstick
      touchpadDesc.colliderShape = .rightSide
      touchpadDesc.reportsRelativeValues = true
      // Set other properties ...
      touchController.addTouchpad(descriptor: touchpadDesc)
    • 19:30 - Collapse two QTE buttons into one

      // Collapse 2 QTE buttons into 1 single button
      func setupControls() {
          let desc = TCButtonDescriptor()
          desc.label = TCControlLabel(name: "escape_button", role: .button)
          // Set up other properties ...
          touchController.addButton(descriptor: desc)
      }
      
      func showEscapeButton() {
          // Find escape button in touchController ...
          escapeButton.isEnabled = true
      }
      
      func hideEscapeButton() {
          // Find escape button in touchController ...
          escapeButton.isEnabled = false
      }
    • 20:28 - Use button B to aim, move, and release power

      // Use button B to aim, move, and release power
      buttonB?.valueChangedHandler = { (_ button: GCControllerButtonInput, _ value: Float,
                                        _ pressed: Bool) -> Void in
          self.releasePower(pressed: pressed)
      }
      
      override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
          for touch in touches {
              let point = touch.location(in: metalView)
              // Handle touch input ...
              if let gc = gameController, gc.isAiming {
                  let prev = touch.previousLocation(in: metalView)
                  gc.aimTouchDelta += simd_float2(Float(point.x - prev.x), Float(point.y - prev.y))
              }
          }
      }
    • 21:52 - Add a halo effect with custom TCControlContents

      // Add a halo effect around left thumbstick with customized TCControlContents
      let haloLayer = TCControlImage(texture: haloTexture, size: haloSize, highlight: nil,
                                     offset: .zero, tintColor: tint)
      let normalBgImages = TCControlContents.thumbstickStickBackgroundContents(size: bgSize,
                                                                               controller: controller).images
      haloThumbstickBg = TCControlContents(images: [haloLayer] + normalBgImages)
      thumbstick.backgroundContents = active ? haloThumbstickBg : normalThumbstickBg

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