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Description
The engine should (by default) know how to accept inputs from gamepads. Steps for this:
- game-inputs needs to learn how to catch gamepad buttons/axis inputs, and emit events similarly to key/mouse events
- lib/inputs should add default bindings for gamepad keys/axes
- comps/receivesInputs comp should be able to set moveState.running to a fractional value if left-stick axis inputs are present
- comps/movement should change so that
runningis a0..1float instead of a boolean (and probably rename it) - comps/movement should set the push vector based on the size of the running prop
- Add bindings to the demo apps for the feature demo inputs (currently bound to 1/2/3 keys)
Analog button press inputs should probably left out for now, as it would require lower-level changes..
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