Awesome
features
- Replaces keyboard_check(), gamepad_check_button(), and joystick_check_button() with a single script inputdog_down()
- Automatically checks for joystick connections and disconnections. Players can add and remove joysticks at will without disrupting the flow of your game
- Includes an example input remapping room for players to define custom controls their keyboards/joysticks and switch between xinput and directinput (per player) for maximum compatibility (NOTE: Game Maker can only track up to 2 joysticks in direct input mode)
- Define your inputs with names instead of referring to the button index/default key. (ex: inputdog_add_input("left", vk_left, inputdog_left_stick_left), then to check it use inputdog_down("left") )
- Inlcudes checks for whether an input is down, pressed, or released
- Supports gamepad rumble
- Record and play back inputs with the easy to use inputdog_replay functions
example
In the example project I've set up the controls for player 1 in the InputForPlayer1 object:
inputdog_add_input("left", vk_left, inputdog_gp_left_stick_left);
inputdog_add_input("right", vk_right, inputdog_gp_left_stick_right);
inputdog_add_input("bark", ord("N"), gp_face3);
inputdog_add_input("growl", ord("M"), gp_face1);
Here's the Step Event for player 1's character:
if inputdog_down("left", playerSlot) x-= 3;
if inputdog_down("right", playerSlot) x+= 3;
if inputdog_pressed("bark",playerSlot)
sprite_index = sDogBark;
if inputdog_pressed("growl", playerSlot)
inputdog_set_rumble(0.5, playerSlot);