Castagne Engine

The Open Source Fighting Game Framework

Quick preview of changes:

  • Input layouts are a bit heavier handed now and don’t customize the name as much, which prevents many beginner errors
  • The main stick is now separate from stick, because it has much more assumption built in for motion and the like.
  • Multiple type inputs are a bit more generic and can be derived, or depend on derived inputs.
  • Derived inputs have been split into the new input events system, which enables a bunch of stuff. (No derived inputs yet as the main ones rely on physics)
  • Input events now replace the Press/Release thing, any input can have input events and they linger for a bit until explicitely consumed. This makes input much cleaner and reliable. It’s more KOF style, which is think is the best implementation.
  • Some extra events like DoublePress, or motion inputs, can be added in the future
  • Interface supports multiple inputs per frame, although I’m not sure I want to keep this? food for thought.

The syntax is a bit different, check this:

# Assuming L is a button
IL: # Is L currently held down ?

IL.Press: # Is an L press buffered ?
# The buffer lasts around 8f at the moment, and is unbuffered if released
# If going into this branch, the event is consumed.

IL.Press?: # Same as previous, but doesn't consume the press.

Try the Godot 3 Version now!