If you want to start right away, we provide you with a simple snippet of code to include in your project. It shows how to connect with the MyOWO App and how to send a sensation.
Our API: To integrate our technology in your project code.
Optionally, you could also use our Sensations Creator to create and modify your own Sensations.
publicasyncTaskMain(){awaitConnect();awaitSendBakedSensation();SendDynamicSensation();OWO.Disconnect();}TaskConnect(){ //Here we declare two baked sensations, Ball(0) and Dart(1) var auth = GameAuth.Parse("0~Ball~100,1,100,0,0,0,Impact|0%100,1%100,2%100,3%100,4%100,5%100~impact-0~#1~Dart~12,1,100,0,0,0,Impact|5%100~impact-1~");
OWO.Configure(auth);returnOWO.AutoConnect(); //This operation can be awaited}voidSendDynamicSensation() =>OWO.Send(Sensation.Dagger);TaskSendBakedSensation(){OWO.Send("0"); //This ID belongs to the Ball sensation in the GameAuthreturnTask.Delay(100); //We wait for the baked sensation to finish}
//This UDPNetwork will only work on windowsstd::shared_ptr<OWOGame::OWO> owo = OWO::Create<UDPNetwork>();voidConnect(){ //Here we declare two baked sensations, Ball(0) and Dart(1) auto auth = GameAuth::Parse("0~Ball~100,1,100,0,0,0,Impact|0%100,1%100,2%100,3%100,4%100,5%100~impact-0~#1~Dart~12,1,100,0,0,0,Impact|5%100~impact-1~");
owo->Configure(auth);owo->AutoConnect();while (owo->State() != ConnectionState::Connected) { //We call UpdateStatus here only for the connection, //but it also must be called in your application main loop //for more information read the Connection page in our documentationuint64_t timeInMs = std::clock();owo->UpdateStatus(timeInMs); }}voidSendDynamicSensation(){owo->Send(SensationsFactory::Create(100,0.1f,100,0,0,0,"Dagger"));}voidSendBakedSensation(){ //This ID belongs to the Ball sensation in the GameAuthowo->Send(SensationsParser::Parse("0")); //We wait for the baked sensation to finish std::this_thread::sleep_for(std::chrono::milliseconds(100));}voidMain(){Connect();SendBakedSensation();SendDynamicSensation();owo->Disconnect();}