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Description
Use "Split" buttons
If this setting is enabled in the gamepad support menu, it will make the gamepad keys detectable directly in the project. Now you can set the "key () pressed" to any of the gamepad buttons.
This makes the project still uploadable to scratch because in reality it just uses characters that barely or never appear on keyboards. (like ╚ for "LT")
Multi Gamepad Support
This makes the user be able to create multiple sets of mapping tables. The mapping table applied to each controller depends on the order the controller was connected.
Example: Player A connects it's controller and presses "A". The mapper converts this to "E", as defined by the 1st table. Then Player B also connects a controller and presses "A" too. The mapper converts this to "Q" as defined by the 2nd table.
Compatible with the "Use Split Buttons" setting by assinging the keys to another set of "alien" keys.
Analogue joysticks
You can set joysticks to "Set analogue variable", allowing them to set variables to a certain value to represent joystick position.
This requires the variable to:
- Be a slider
- Be "visible" (The monitor not being "hidden")
What it does is that it sets the slider to the current offset of the gamepad joystick (For example, we have a "gamepadX" variable assingned to Left Joystick's X axis, with a slider range of -50 to 50, and if you the joystick fully to the right, it will set the variable to 50, and if you only pushed if halfway, it would set the variable to 25)
Technically, this is done by putting the variable monitor offscreen but it would be "visible" by a tiny amount just for the user to be able to set the slider. (Which you wouldn't be able to, as Turbowarp would force hide the variable monitor but leaving it technically visible)
This weird method is needed because otherwise the controller users would be able to use hacks by setting internal variables by controllers, which would be irritating for online games.
Compatible with the Multi-Gamepad support with the obvious method.