add some clarification to gamepad input
continuous-integration/drone/push Build is passing
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continuous-integration/drone/push Build is passing
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@ -77,9 +77,14 @@ if (Inputs.GamepadExists(0))
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`GetGamepad` will throw if a gamepad is not connected so you should make sure to check `GamepadExists` before using it.
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`GetGamepad` will throw if a gamepad is not connected so you should make sure to check `GamepadExists` before using it.
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MoonWorks assumes your gamepad has a left stick, a right stick, and two triggers. The stick axes are represented in the range [-1f, 1f] and the trigger axes in the range [0f, 1f];
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MoonWorks assumes that your gamepad is laid out similarly to a standard Xbox 360 controller and that it has a left stick, a right stick, and two triggers.
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The stick axes are represented in the range [-1f, 1f] and the trigger axes in the range [0f, 1f].
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The buttons correspond to the physical location of the buttons on an Xbox 360 controller.
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So on a DualShock 4 controller, for example, Moonworks would treat the Cross button as an A button input.
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```cs
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```cs
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var xButtonDown = gamepad.X.IsDown;
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var leftStickHorizontal = gamepad.LeftX;
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var leftStickHorizontal = gamepad.LeftX;
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var rightStickVertical = gamepad.RightY;
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var rightStickVertical = gamepad.RightY;
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var leftTrigger = gamepad.LeftTrigger;
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var leftTrigger = gamepad.LeftTrigger;
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