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@esc_games/esc-controller-sdk

v1.2.30

Published

## Using the controller SDK:

Downloads

355

Readme

ESC Controller SDK

Using the controller SDK:

Pre-requisites

  • homebrew
brew install npm

Creating a controller using esc-create-controller

In your Unity game project directory (e.g. ~/ToyBox/myGame/), run this command

npx @esc_games/esc-create-controller MyGame
cd controllers

And follow the steps described by the script.

Creating a controller manually

If you are creating a controller manually, start by installing the SDK:

npm install @esc_games/esc-controller-sdk --save

ESC Controller SDK is a React/Redux dependent SDK.
You can use the SDK to make ESC Game controllers, interfacing directly with the ESC API, as well as plugging in a dope controller and user input components made by ESC and our developer community.

Example index.js:

import React, {Component} from 'react';
import ReactDOM from 'react-dom';
import { ESCGameController } from '@esc_games/esc-controller-sdk/';
import './my.css';
import { MyController } from './MyGame';

ReactDOM.render(
    <ESCGameController>
        <MyController/>
    </ESCGameController>,
    document.getElementById('root')
);

Raw User Input

The core user input library from ESC provides access to native User Inputs on the controller device.

  • Accelerometer
  • Screen
  • UserMedia
  • ...

Gestures

The gesture library from ESC provides some concrete implementations of interpreting raw user input into controller events.

  • Shake
  • Flick
  • ...

Here's an example of adding the Shake gesture and the default Shake UI component:

import { ESCManager } from '@esc_games/esc-controller-sdk'
import { Shake, ShakeManager, CONTROLLER_SHAKE } from '@esc_games/esc-controller-sdk/gestures'

ShakeManager.registerEventHandler(CONTROLLER_SHAKE, "A", (message) => {
    ESCManager.networking.sendEventMessage("Shake:");
});

Controls

ESC Controls are easy-to-use drop-in components for common UI Inputs

  • Joystick
  • TattooSelector
  • TattooDisplay
  • ...

Here's how to add a control and subscribe to control events:

import React, {Component} from 'react';
import {Joystick, JoystickManager, CONTROLLER_JOYSTICK_MOTION} from "../esc/controls/joystick";

JoystickManager.registerEventHandler(CONTROLLER_JOYSTICK_MOTION, SEA_OF_FOLKS, (message) => {
    console.log("SENDING ", message);
    ESCManager.networking.sendEventMessage("Joystick:" + message);
});

class MyControllerComponent extends Component {
    render() {
        const joystickStyle = {
            float: "right",
        };

        const tattooStyle = {
            float: "left",
        };


        return <div>
            <div style={joystickStyle}>
                <Joystick/>
                <TattooDisplay/>
            </div>

            <div style={tattooStyle}>
                <TattooSelector/>


                <Shake/>
            </div>
        </div>
    }
}

Creating Reusable Controls

Let's use Joystick as an example - here's a simplified component that we want to change redux state IFF it's showing on the screen:

class JoystickComponent extends Component {
    render() {
        const {id, x, y, skinClassName} = this.props;

        return <div id={id} className={"ESCJoystick " + skinClassName}>
            Joystick
            <pre>
                <pre>
                    {JSON.stringify(this.props, null, 2)}
                </pre>
            </pre>
        </div>
    }
}

This component is made to be simple, and used for debugging. That's why only displaying it's props in a fixed width font.

Here's the reducer for it:

const defaultState = {
    id: "Joystick " + Math.random(),
    x: 0.0,
    y: 0.0,
    skinClassName: "x86-classic"
};

const reducerManager = new ReducerManager({
    [UI_JOYSTICK_MOTION]: (state, action) => {
        return {
            ...state.joystick,
            x: action.value.x,
            y: action.value.y,
        };
    },
    [UI_JOYSTICK_SKIN]: (state, action) => {
        return {
            ...state.joystick,
            skinClassName: action.value
        };
    }
}, defaultState);

Here's how we connect the GameUI, our props displaying React component to ESC's reducer registry:

export const Joystick = JoystickManager.connect(JoystickComponent, [UI_JOYSTICK_MOTION, UI_JOYSTICK_SKIN]);

This connect function should be used instead of redux's connect. The redux actions that should affect state should be listed to ensure that only when/if joystick(s) are showing/in-use do we affect Redux/UI state.