
鸿蒙分布式游戏手柄系统设计与实现 原创
鸿蒙分布式游戏手柄系统设计与实现
一、系统架构设计
基于HarmonyOS的分布式能力和传感器技术,我们设计了一个将手机变为游戏手柄的系统,可以将手机的运动传感器和触摸输入转换为控制指令,跨设备控制其他设备上的游戏。
!https://example.com/distributed-gamepad-arch.png
系统包含三个核心模块:
传感器控制模块 - 使用@ohos.sensor获取手机传感器数据
分布式通信模块 - 通过@ohos.distributedDeviceManager建立设备间连接
游戏指令转换模块 - 将传感器和触摸输入转换为标准游戏指令
二、核心代码实现
分布式手柄服务(ArkTS)
// GamepadService.ets
import sensor from ‘@ohos.sensor’;
import deviceManager from ‘@ohos.distributedDeviceManager’;
import distributedData from ‘@ohos.distributedData’;
const GAMEPAD_SYNC_CHANNEL = ‘gamepad_control’;
class GamepadService {
private static instance: GamepadService = null;
private deviceManager: deviceManager.DeviceManager;
private dataManager: distributedData.DataManager;
private targetDeviceId: string = ‘’;
private listeners: GamepadListener[] = [];
// 手柄状态
@State buttonA: boolean = false;
@State buttonB: boolean = false;
@State buttonX: boolean = false;
@State buttonY: boolean = false;
@State axisX: number = 0; // -1.0到1.0
@State axisY: number = 0; // -1.0到1.0
private constructor() {
this.initDeviceManager();
this.initDataManager();
this.initSensors();
public static getInstance(): GamepadService {
if (!GamepadService.instance) {
GamepadService.instance = new GamepadService();
return GamepadService.instance;
private initDeviceManager() {
deviceManager.createDeviceManager('com.example.gamepad', (err, manager) => {
if (err) {
console.error('创建DeviceManager失败:', JSON.stringify(err));
return;
this.deviceManager = manager;
this.discoverDevices();
});
private initDataManager() {
this.dataManager = distributedData.createDataManager({
bundleName: 'com.example.gamepad',
area: distributedData.Area.GLOBAL
});
this.dataManager.registerDataListener(GAMEPAD_SYNC_CHANNEL, (data) => {
this.handleSyncData(data);
});
private initSensors() {
// 加速度传感器
sensor.on(sensor.SensorId.ACCELEROMETER, (data) => {
this.handleAccelerometer(data);
});
// 陀螺仪
sensor.on(sensor.SensorId.GYROSCOPE, (data) => {
this.handleGyroscope(data);
});
private discoverDevices() {
this.deviceManager.startDeviceDiscovery(['gameConsole']);
this.deviceManager.on('deviceFound', (data) => {
this.listeners.forEach(listener => {
listener.onDeviceDiscovered(data.device);
});
});
public connectToDevice(deviceId: string): boolean {
this.targetDeviceId = deviceId;
return true;
public disconnect(): void {
this.targetDeviceId = '';
public setButtonState(button: ‘A’ ‘B’ ‘X’
‘Y’, pressed: boolean): void {
switch (button) {
case 'A': this.buttonA = pressed; break;
case 'B': this.buttonB = pressed; break;
case 'X': this.buttonX = pressed; break;
case 'Y': this.buttonY = pressed; break;
this.syncGamepadState();
public setAxis(x: number, y: number): void {
this.axisX = Math.max(-1.0, Math.min(1.0, x));
this.axisY = Math.max(-1.0, Math.min(1.0, y));
this.syncGamepadState();
private handleAccelerometer(data: sensor.AccelerometerResponse) {
// 简单处理:将手机倾斜转换为方向轴
const sensitivity = 0.1;
const x = -data.x * sensitivity;
const y = data.y * sensitivity;
this.setAxis(x, y);
private handleGyroscope(data: sensor.GyroscopeResponse) {
// 可用于更精确的控制或特殊动作检测
private syncGamepadState(): void {
if (!this.targetDeviceId) return;
const state: GamepadState = {
buttonA: this.buttonA,
buttonB: this.buttonB,
buttonX: this.buttonX,
buttonY: this.buttonY,
axisX: this.axisX,
axisY: this.axisY,
timestamp: Date.now()
};
this.dataManager.sendData(this.targetDeviceId, GAMEPAD_SYNC_CHANNEL, state);
private handleSyncData(data: any): void {
if (data?.type === 'gamepadFeedback') {
this.listeners.forEach(listener => {
listener.onFeedback(data.feedback);
});
}
public addListener(listener: GamepadListener): void {
if (!this.listeners.includes(listener)) {
this.listeners.push(listener);
}
public removeListener(listener: GamepadListener): void {
this.listeners = this.listeners.filter(l => l !== listener);
}
interface GamepadState {
buttonA: boolean;
buttonB: boolean;
buttonX: boolean;
buttonY: boolean;
axisX: number;
axisY: number;
timestamp: number;
interface GamepadFeedback {
vibration?: number; // 震动强度 0-1
ledColor?: string; // LED颜色
interface GamepadListener {
onDeviceDiscovered(device: deviceManager.DeviceInfo): void;
onFeedback(feedback: GamepadFeedback): void;
export const gamepadService = GamepadService.getInstance();
手柄控制界面(ArkUI)
// GamepadController.ets
import { gamepadService } from ‘./GamepadService’;
@Entry
@Component
struct GamepadController {
@State discoveredDevices: deviceManager.DeviceInfo[] = [];
@State connectedDevice: deviceManager.DeviceInfo | null = null;
@State showControls: boolean = false;
@State feedbackColor: string = ‘#FFFFFF’;
private gamepadListener: GamepadListener = {
onDeviceDiscovered: (device) => {
this.discoveredDevices = […this.discoveredDevices, device];
},
onFeedback: (feedback) => {
if (feedback.ledColor) {
this.feedbackColor = feedback.ledColor;
}
};
aboutToAppear() {
gamepadService.addListener(this.gamepadListener);
aboutToDisappear() {
gamepadService.removeListener(this.gamepadListener);
build() {
Column() {
if (!this.connectedDevice) {
this.buildDeviceList()
else {
this.buildGamepadControls()
}
.width('100%')
.height('100%')
.backgroundColor(this.feedbackColor)
@Builder
buildDeviceList() {
Column() {
Text(‘可连接的设备’)
.fontSize(20)
.margin({ bottom: 20 })
if (this.discoveredDevices.length === 0) {
Text('正在搜索设备...')
.fontSize(16)
else {
List() {
ForEach(this.discoveredDevices, (device) => {
ListItem() {
Column() {
Text(device.deviceName)
.fontSize(18)
Text(device.deviceId)
.fontSize(12)
.margin({ top: 4 })
.width(‘100%’)
.padding(10)
.onClick(() => {
this.connectToDevice(device);
})
})
.layoutWeight(1)
}
.padding(20)
@Builder
buildGamepadControls() {
Column() {
// 设备信息
Row() {
Text(this.connectedDevice?.deviceName || ‘已连接设备’)
.fontSize(18)
.layoutWeight(1)
Button('断开')
.onClick(() => {
this.disconnect();
})
.margin({ bottom: 20 })
// 方向控制区
Stack() {
// 背景
Circle()
.width(200)
.height(200)
.fill('#EEEEEE')
// 摇杆
Circle()
.width(60)
.height(60)
.fill('#333333')
.position({
x: 100 + 70 * gamepadService.axisX - 30,
y: 100 + 70 * gamepadService.axisY - 30
})
.width(200)
.height(200)
.margin({ bottom: 30 })
.gesture(
GestureGroup(GestureMode.Exclusive,
PanGesture({ distance: 5 })
.onActionUpdate((event: GestureEvent) => {
const centerX = 100;
const centerY = 100;
const maxDistance = 70;
let dx = event.offsetX - centerX;
let dy = event.offsetY - centerY;
const distance = Math.sqrt(dx dx + dy dy);
if (distance > maxDistance) {
dx = dx * maxDistance / distance;
dy = dy * maxDistance / distance;
gamepadService.setAxis(dx / maxDistance, dy / maxDistance);
})
.onActionEnd(() => {
gamepadService.setAxis(0, 0);
})
)
)
// 按钮区
Grid() {
GridItem() {
Button('A')
.fontSize(24)
.backgroundColor('#FF0000')
.onTouch((event: TouchEvent) => {
if (event.type === TouchType.Down) {
gamepadService.setButtonState('A', true);
else if (event.type === TouchType.Up) {
gamepadService.setButtonState('A', false);
})
GridItem() {
Button('B')
.fontSize(24)
.backgroundColor('#00FF00')
.onTouch((event: TouchEvent) => {
if (event.type === TouchType.Down) {
gamepadService.setButtonState('B', true);
else if (event.type === TouchType.Up) {
gamepadService.setButtonState('B', false);
})
GridItem() {
Button('X')
.fontSize(24)
.backgroundColor('#0000FF')
.onTouch((event: TouchEvent) => {
if (event.type === TouchType.Down) {
gamepadService.setButtonState('X', true);
else if (event.type === TouchType.Up) {
gamepadService.setButtonState('X', false);
})
GridItem() {
Button('Y')
.fontSize(24)
.backgroundColor('#FFFF00')
.onTouch((event: TouchEvent) => {
if (event.type === TouchType.Down) {
gamepadService.setButtonState('Y', true);
else if (event.type === TouchType.Up) {
gamepadService.setButtonState('Y', false);
})
}
.columnsTemplate('1fr 1fr')
.rowsTemplate('1fr 1fr')
.columnsGap(20)
.rowsGap(20)
.width('80%')
.padding(20)
private connectToDevice(device: deviceManager.DeviceInfo): void {
const success = gamepadService.connectToDevice(device.deviceId);
if (success) {
this.connectedDevice = device;
}
private disconnect(): void {
gamepadService.disconnect();
this.connectedDevice = null;
}
游戏主机端接收器(ArkTS)
// GameConsoleReceiver.ets
import distributedData from ‘@ohos.distributedData’;
class GameConsoleReceiver {
private static instance: GameConsoleReceiver = null;
private dataManager: distributedData.DataManager;
private listeners: ConsoleListener[] = [];
private constructor() {
this.initDataManager();
public static getInstance(): GameConsoleReceiver {
if (!GameConsoleReceiver.instance) {
GameConsoleReceiver.instance = new GameConsoleReceiver();
return GameConsoleReceiver.instance;
private initDataManager() {
this.dataManager = distributedData.createDataManager({
bundleName: 'com.example.gameconsole',
area: distributedData.Area.GLOBAL
});
this.dataManager.registerDataListener(GAMEPAD_SYNC_CHANNEL, (data) => {
this.handleGamepadInput(data);
});
private handleGamepadInput(state: GamepadState): void {
this.listeners.forEach(listener => {
listener.onGamepadInput(state);
});
public sendFeedback(deviceId: string, feedback: GamepadFeedback): void {
this.dataManager.sendData(deviceId, GAMEPAD_SYNC_CHANNEL, {
type: 'gamepadFeedback',
feedback: feedback
});
public addListener(listener: ConsoleListener): void {
if (!this.listeners.includes(listener)) {
this.listeners.push(listener);
}
public removeListener(listener: ConsoleListener): void {
this.listeners = this.listeners.filter(l => l !== listener);
}
interface ConsoleListener {
onGamepadInput(state: GamepadState): void;
export const consoleReceiver = GameConsoleReceiver.getInstance();
三、项目配置
权限配置
// module.json5
“module”: {
"requestPermissions": [
“name”: “ohos.permission.DISTRIBUTED_DATASYNC”,
"reason": "跨设备同步游戏控制指令"
},
“name”: “ohos.permission.ACCELEROMETER”,
"reason": "获取加速度传感器数据"
},
“name”: “ohos.permission.GYROSCOPE”,
"reason": "获取陀螺仪传感器数据"
},
“name”: “ohos.permission.DISTRIBUTED_DEVICE_STATE_CHANGE”,
"reason": "发现和管理分布式设备"
],
"abilities": [
“name”: “MainAbility”,
"type": "page",
"visible": true
],
"distributedNotification": {
"scenarios": [
“name”: “gamepad_control”,
"value": "game_controller"
]
}
资源文件
<!-- resources/base/element/string.json -->
“string”: [
“name”: “app_name”,
"value": "分布式游戏手柄"
},
“name”: “available_devices”,
"value": "可连接的设备"
},
“name”: “searching_devices”,
"value": "正在搜索设备..."
},
“name”: “connected_device”,
"value": "已连接设备"
},
“name”: “disconnect_button”,
"value": "断开"
]
四、功能扩展
触觉反馈实现
// 在GamepadController中添加触觉反馈
import vibrator from ‘@ohos.vibrator’;
class GamepadController {
// …其他代码
private playHapticFeedback(intensity: number, duration: number): void {
const vibrationPattern = {
intensity: intensity, // 0-100
duration: duration // 毫秒
};
vibrator.vibrate(vibrationPattern, (err) => {
if (err) {
console.error('触发震动失败:', JSON.stringify(err));
});
// 在反馈接收处调用
private handleFeedback(feedback: GamepadFeedback): void {
if (feedback.vibration) {
this.playHapticFeedback(feedback.vibration * 100, 200);
// …其他反馈处理
}
自定义控制布局
// 在GamepadController中添加布局配置
@State controlLayout: ‘default’ | ‘alternate’ = ‘default’;
@Builder
buildGamepadControls() {
if (this.controlLayout === ‘default’) {
this.buildDefaultLayout();
else {
this.buildAlternateLayout();
// 布局切换按钮
Button(‘切换布局’)
.onClick(() => {
this.controlLayout = this.controlLayout === ‘default’ ? ‘alternate’ : ‘default’;
})
.margin({ top: 20 })
@Builder
buildAlternateLayout() {
// 实现另一种按钮布局
// …
多手柄支持
// 在GameConsoleReceiver中修改
class GameConsoleReceiver {
private connectedGamepads: Map<string, GamepadState> = new Map();
private handleGamepadInput(state: GamepadState, deviceId: string): void {
this.connectedGamepads.set(deviceId, state);
this.listeners.forEach(listener => {
listener.onGamepadInput(deviceId, state);
});
public getConnectedGamepads(): Map<string, GamepadState> {
return new Map(this.connectedGamepads);
}
// 游戏逻辑中可以区分不同手柄
consoleReceiver.addListener({
onGamepadInput: (deviceId, state) => {
// 根据deviceId区分不同玩家
if (deviceId === player1DeviceId) {
// 玩家1逻辑
else {
// 玩家2逻辑
}
});
五、总结
通过这个分布式游戏手柄系统的实现,我们学习了:
使用HarmonyOS传感器获取手机运动数据
通过分布式能力建立设备间通信
将传感器和触摸输入转换为游戏控制指令
实现双向反馈机制(视觉和触觉)
构建完整的控制界面
系统特点:
低延迟的控制指令传输
利用手机传感器实现丰富的控制方式
可扩展的多手柄支持
双向反馈增强游戏体验
这个系统可以进一步扩展为功能更完善的游戏控制平台,如:
支持更多自定义控制布局
添加按键映射配置
实现控制指令录制和回放
支持云端配置同步
添加游戏内快捷指令功能
