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@aravikusu aravikusu released this 06 Feb 22:03

Version 1.1 introduces the following concepts:

Controller Mode

controller_mode is a prop that allows switching between keyboard inputs (internally in Godot, Key) and controller inputs (internally in Godot, JoyButton). If using the editor the UI will only show the relevant one based on if controller_mode is enabled or not.

If going on code exclusively, the code_override_keyboard prop will be used when controller_mode is false, while code_override_controller will be used when it is set to true.

If no override is provided the classic Konami Code will be provided, just like before. It just changes between a keyboard and controller version.

Time Limit Mode

time_limit_mode is a prop that when enabled, allows you to connect a Timer node to the KonamiCode which will then be used in different ways depending on what reset_mode is set.

When Time Limit Mode is set you must have a Timer connected. An assertion makes sure of this and will error if you don't set it. I decided to go with an exported Timer node instead of using internal timers as I personally find it easier to work that way. Do give input on if you would prefer a different setup or not.

The reset_mode is internally a KonamiCode.TimeLimitResetMode enum. It has the following entries at the moment:

NO_REFRESH: The timer starts on first successful input and stops after its Timer's designated wait_time.
REFRESH_ON_SUCCESS: The timer will refresh on every successful input. This allows for much shorter time limits.