GameMaker (2.3)
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Input Manager

Gizmo199

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Description

With this easy-to-use asset package, all you have to do is add it to your project, set up a couple of inputs, and BOOM! you're done! :D

Supports

  • Gamepad + keyboard/mouse input setup
  • Gamepad Axis pressed/released values
  • Easy key rebinding using script "input_change"
  • All devices supported
  • Add as many inputs as you want!
  • All script, no objects required!

Functions

input_add(input_name, keyboard_or_mouse, gamepad);
input_get(device, input_name);
input_get_pressed(device, input_name);
input_get_released(device, input_name);
input_change(input_name, new_keyboard_or_mouse, new_gamepad )

mouse_get_xprevious();
mouse_get_yprevious();

Global variables

mouse_xprevious;
mouse_yprevious;

Once you have the package downloaded the only script you will need to modify / add to is the INPUT_SETUP script. This is where you will define your inputs using the script input_add( input_name (string), keyboard_or_mouse_button, gamepad_button )

Example

INPUT_SETUP script

input_add("ui_left", vk_left, gp_axisL_left);
input_add("ui_right", vk_right, gp_axisL_right);
input_add("ui_jump, vk_space, gp_axisL_up);

Step event

var _left = input_get(0, "ui_left");
var _right = input_get(0, "ui_right");
var _jump = input_get_pressed(0, "ui_up");

if ( _jump ) {
vspeed = -12;
}

x += ( _right - _left ) * 4;

End User Licence Agreement (EULA).

Age Rating: 4+

Version

GMS2.3 - Version 1.1.2. Published November 6, 2020

  • fixed bugs
  • fixed gamepad sensitivity output
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