Module handling Input inside of the Castagne Engine. Works closely together with CastagneInput.gd. Please read the Intermediate Guide/Castagne Input page for more details.
Holds the input layout and default bindings.
InputLayout | [{ControllerInputs:[[[14]], [[15]], [[13]], [[12]]], GameInputNames:[Left, Right, Down, Up, Back, Forward, Portside, Starboard, NeutralH, NeutralV], KeyboardInputs:[[[65, 81, 16777231]], [[68, 16777233]], [[83, 16777234]], [[90, 87, 32, 16777232]]], Name:Movement, Type:3}, {ControllerInputs:[[[2]]], KeyboardInputs:[[[72, 16777354]]], Name:L, Type:1}, {ControllerInputs:[[[3]]], KeyboardInputs:[[[74, 16777355]]], Name:M, Type:1}, {ControllerInputs:[[[1]]], KeyboardInputs:[[[75, 16777356]]], Name:H, Type:1}, {ControllerInputs:[[[0]]], KeyboardInputs:[[[76, 16777350]]], Name:S, Type:1}, {Combination:[[1, 0], [2, 0]], ControllerInputs:[[[4]]], KeyboardInputs:[[[16777349]]], Name:Throw, Type:4}, {Combination:[[0, 3]], ControllerInputs:[[]], KeyboardInputs:[[]], Name:Jump, Type:5}, {Combination:[[1, 0], [2, 0], [3, 0]], ControllerInputs:[[]], KeyboardInputs:[[]], Name:Tech, Type:5}, {ControllerInputs:[[[11]]], KeyboardInputs:[[[16777221, 16777217]]], Name:Pause, Type:1}, {ControllerInputs:[[[10]]], KeyboardInputs:[[[16777280]]], Name:Reset, Type:1}, {ControllerInputs:[[[8]]], KeyboardInputs:[[[]]], Name:TrainingButton1, Type:1}, {ControllerInputs:[[[9]]], KeyboardInputs:[[[]]], Name:TrainingButton2, Type:1}] | [Hidden] | ||
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The complete InputLayout to use. | ||||
NumberOfKeyboardPlayers | 2 | [] | ||
Number of keyboard devices to setup. | ||||
NumberOfKeyboardLayouts | 2 | [] | ||
Number of keyboard default bindings to make available. | ||||
NumberOfControllerPlayers | 4 | [] | ||
Number of controller devices to setup. | ||||
NumberOfControllerLayouts | 2 | [] | ||
Number of controller default bindings to make available. | ||||
InputBufferSizePress | 3 | [Advanced] | Advanced | |
Number of frames an input press/release event will be active. |
_InputsRaw | [] | [] | |
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Hold the raw inputs themselves, set by the engine. | |||
_InputsProcessed | [] | [] | |
Holds the input data for each player. | |||
_InputsProcessedPrevious | [] | [] | |
Holds the previous values of _InputsProcessed | |||
_Inputs | {} | [] | |
Holds the input data of the entity. | |||
_InputsPrevious | [] | [] | |
Holds the previous values of _Inputs |
Functions to simulate fake pressed during the AI phase. Untested.
InputPress | [1] | [AI, Init, Action, Manual, Subentity] | Intermediate |
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Makes a fake input press. Untested.
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InputRelease | [1] | [AI, Init, Action, Manual, Subentity] | Intermediate |
Makes a fake input unpress. Untested.
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Functions relating to the Input Transition system, which allows a user to setup transitions when a certain input is pressed.
InputTransitionDefaultPriority | 1000 | [] | ||
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The default Transition priority for InputTransition. |
InputTransition | [1, 2, 3] | [Action, Manual, Subentity] | Intermediate |
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Sets up an input transition, which will do a transition when the input given is pressed.
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InputFlag | [1, 2, 3] | [Action, Manual, Subentity] | Intermediate |
Sets up an input flag, which will raise a flag when the input given is pressed.
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InputFlagNext | [1, 2, 3] | [Action, Manual, Subentity] | Intermediate |
Sets up an input flag, which will raise a flag next frame when the input given is pressed.
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InputTransitionFlag | [1, 2, 3, 4] | [Action, Manual, Subentity] | Intermediate |
Sets up an input transition and an input flag, which will do a transition and raise a flag when the input given is pressed.
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InputTransitionFlagNext | [1, 2, 3, 4] | [Action, Manual, Subentity] | Intermediate |
Sets up an input transition and an input flag, which will do a transition and raise a flag when the input given is pressed.
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_InputTransitionList | [] | [ResetEachFrame] | |
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List of the input transitions to watch for. | |||
_FrozenInputTransitionList | [] | {Description:List of the input transitions to watch for while in a freeze frame state, prevserved from the last frame before the freeze.} | |
_SelectedInputTransition | Null | {Description:Holds the current state determined from inputs to transition to during the reaction phase.} | |
System for detecting when motion input has been performed by a player.
EnableMotionInputs | True | [Basic] | Basic | |
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Toggle to disable motion inputs engine-wide. | ||||
DirectionalInputBuffer | 60 | [Advanced] | Advanced | |
Number of frames the module retains the directional inputs from. This value should be greater than the longest motion input times the individual input interval for that motion. | ||||
ShortMotionInterval | 12 | [Advanced] | Advanced | |
Maximum number of frames between inputs for a motion to remain valid. This value is for motions with three directions or less. | ||||
LongMotionInterval | 8 | [Advanced] | Advanced | |
Maximum number of frames between inputs for a motion to remain valid. This value is for motions with more than three directions. | ||||
ButtonInterval | 8 | [Advanced] | Advanced | |
Maximum number of frames between motion input and pressing the button for a motion to remain valid. | ||||
MinChargeTime | 30 | [Advanced] | Advanced | |
Minimum number of frames for a direction to be held for a valid charge input. | ||||
ValidMotionInputs | 236, 214, 623, 421, 41236, 63214, 22, 44, 66, [4]6, [2]8 | [] | ||
Motion inputs in numpad notation that the system will check for. |
_DirectionalInputLog | [] | [] | |
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Array containing just the raw directional inputs for a player on each frame. Inputs are held for a number of frames equal to the buffer config variable. | |||
_ChargeInputLog | [] | [] | |
Array containing the inputs that have been held long enough to charge on each frame. Diagonal inputs also add the cardinal direction inputs. Inputs are held for a number of frames equal to the buffer config variable. | |||
_ChargeTime | {Back:0, Down:0, Forward:0, Up:0} | [] | |
Dict containing the number of frames each direction has been held. | |||
_PerformedMotions | [] | {Description:Array containing the motions that have been performed by the player.} | |