Gamepad Controls #40

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opened 2021-07-18 20:38:50 +00:00 by kirsle · 0 comments

The game should be playable using a USB gamepad controller.

X Style and N Style

There should be an option in the Game Settings to, at the very least, switch the control scheme between Xbox style and Nintendo style (A/B and X/Y buttons swapped).

All of my controllers are Nintendo's so this ticket will use N style controls:

  • Primary button (right): A
  • Secondary button (bottom): B
  • Top button: X
  • Left button: Y

General Controls

During gameplay:

  • The D-Pad and Left Joystick should move the player character.
  • Top button (X) to jump.
  • Primary button (A) to activate Warp Doors.

Mouse Cursor Mode

When in the Level Editor the gamepad should be able to toggle between "mouse cursor mode" and normal mode.

In mouse mode:

  • The D-Pad and Left Joystick move a mouse cursor around the screen.
  • Primary button (A) to left-click.
  • Secondary button (B) to right-click.

Navigating UI Elements

Probably the UI toolkit itself should become gamepad-aware.

Upon receiving directional inputs (outside of Play Mode), the UI toolkit should "highlight" widgets managed by the Supervisor in the nearest direction from the currently highlighted widget.

e.g. when a Down input is received, the nearest widget south of the currently selected one becomes selected.

Upon the very first direction input on loading a new scene, the top-left-most widget is highlighted by default.

The highlight would take the form of a rectangle that outlines around the widget in question.

  • The primary button (A) would "Click" the highlighted widget.
  • The secondary button (B) would un-select all widgets.
  • If a menu modal is active, movement navigates thru the menu items. A to pick an item, B to clear the menu.
The game should be playable using a USB gamepad controller. ## X Style and N Style There should be an option in the Game Settings to, at the very least, switch the control scheme between Xbox style and Nintendo style (A/B and X/Y buttons swapped). All of my controllers are Nintendo's so this ticket will use N style controls: * Primary button (right): A * Secondary button (bottom): B * Top button: X * Left button: Y ## General Controls During gameplay: * The D-Pad and Left Joystick should move the player character. * Top button (X) to jump. * Primary button (A) to activate Warp Doors. ## Mouse Cursor Mode When in the Level Editor the gamepad should be able to toggle between "mouse cursor mode" and normal mode. In mouse mode: * The D-Pad and Left Joystick move a mouse cursor around the screen. * Primary button (A) to left-click. * Secondary button (B) to right-click. ## Navigating UI Elements Probably the UI toolkit itself should become gamepad-aware. Upon receiving directional inputs (outside of Play Mode), the UI toolkit should "highlight" widgets managed by the Supervisor in the nearest direction from the currently highlighted widget. e.g. when a Down input is received, the nearest widget south of the currently selected one becomes selected. Upon the very first direction input on loading a new scene, the top-left-most widget is highlighted by default. The highlight would take the form of a rectangle that outlines around the widget in question. * The primary button (A) would "Click" the highlighted widget. * The secondary button (B) would un-select all widgets. * If a menu modal is active, movement navigates thru the menu items. A to pick an item, B to clear the menu.
kirsle added the
enhancement
label 2021-07-18 20:38:54 +00:00
kirsle added this to the Itch.io Launch milestone 2021-10-05 05:05:59 +00:00
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Reference: SketchyMaze/doodle#40
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