This update adds support for controller input and sequence switching for characters.
It also changes the syntax in object configuration for declaring sequences. It’s a small update as I had just under 3 weeks to work on this.
Play
That’s it?
Yeap!
Wait, that’s how you answered last time.
It was, but it takes quite a lot of work to do small things.
Right now, the controller configuration looks like this:
// For a list of key codes, see <https://docs.rs/winit/0.13.1/winit/enum.VirtualKeyCode.html>
(
axes: {
// Players are numbered using zero based indices, so player "one" is 0
(player: 0, axis: X): (pos: Key(Right), neg: Key(Left)),
(player: 0, axis: Z): (pos: Key(Down), neg: Key(Up)),
},
actions: {
(player: 0, action: Defend): [Key(O)],
(player: 0, action: Jump): [Key(P)],
(player: 0, action: Attack): [Key(LBracket)],
(player: 0, action: Special): [Key(RBracket)],
},
)
It is structured so that more controllers can be defined, though currently only for keyboard controllers. You can also see that there are four action buttons. Those who have played Little Fighter 2 or Hero Fighter will find these familiar.
Create
Scripting
Character sequences have now changed. Previously sequences were written like this:
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In this update, the sequence ID is now lowercase1, no longer ends with “-ing”, and are put into single square brackets:
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1 Strictly speaking, the game uses snake_case. This is a programming term to describe lower cased words separated by underscores “_
”. Since there are currently just single word IDs, it just looks like lowercase.
What’s Next
So the “reading controller input” half is done, next time we should be able to move the character around.
Onwards!