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Rodblogan Warfare's InputComponent Library realized in TypeScript.

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InputComponent

RW InputComponent logo

Rodblogan Warfare's InputComponent Library realized in TypeScript.

Overview

What was InputComponent in RW?

InputComponent (specifically InputComponent V2) was the game's input system for many years (and it still is).

What were its features?

InputComponent featured the following:

  • Rebindable inputs
  • Input Schemes (for organizing inputs by purpose in the game)
  • Gamepad Input Modes (for making gameplay on Xbox more manageable with the press of either the DPadUp or DPadDown buttons)
  • A custom selection system (for Xbox users)
  • Full integration with ProximityPrompt instances.
  • A circular menu.
  • Input axes (both polled and non-polled).
  • A Character controller (based on the one from the player module, but more versatile)
  • Platform adaptability (used for platform-agnostic code).
  • Grid-based placement
  • Haptic feedback
  • Inventory input support (for equpping things with the number keys)
  • Input icons (via spritesheets)
  • Modular ways of processing all of the above.

Contributing

For Contribution Guidelines, see CONTRIBUTING.md for details.

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Rodblogan Warfare's InputComponent Library realized in TypeScript.

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