1.4 KiB
1.4 KiB
id, summary
| id | summary |
|---|---|
| aego/input | Reads actions, raw keys, the mouse and gamepads, manages input contexts and lets players rebind controls. |
Prefer actions (Pressed("Jump"), Axis2("Move")) to raw keys: actions are bound in the project, can be rebound by players and work with every device. The P variants read one player. The documentation sandbox has no devices, so the example reads zero values and reports that no device was used; in a game the same code moves the node. See Input.
Example
package demo
import (
"aego/input"
"aego/log"
)
script Player {
@export var Speed float = 4
var jumps int
var frames int
func Update(dt float) {
move := input.Axis2("Move")
node.SetPosition(node.Position() + move * Speed * dt)
if input.Pressed("Jump") {
jumps++
}
if input.Down(input.KeyF1) || input.MousePressed(input.MouseLeft) {
log.Info("cursor at " + string(input.MouseWorld().X) + ", " + string(input.MouseWorld().Y))
}
frames++
if frames % 60 == 0 {
device := input.ActiveDevice()
if device < 0 {
log.Info("no input yet; move " + string(move.X) + ", " + string(move.Y) + ", jumps " + string(jumps))
} else {
log.Info("device " + string(device) + ", jump is " + input.Glyph("Jump"))
}
}
}
}