Tactile - a nice, straightforward input library!
Re: Tactile - a nice, straightforward input library!
I should probably mention a rewrite of Tactile I released recently. The library has been simplified in general; now all detectors are just functions, which makes it easy to write your own. So yeah, that's cool!
Re: Tactile - a nice, straightforward input library!
Heh, sounds familiarTesselode wrote:now all detectors are just functions
Seriously though, good job on this rewrite. I like the new simplified API and the code looks great. I might have to find an excuse to use this soon.
Re: Tactile - a nice, straightforward input library!
Yeah, at first I doubted you, but then I came around.time thief wrote:Heh, sounds familiarTesselode wrote:now all detectors are just functions
Seriously though, good job on this rewrite. I like the new simplified API and the code looks great. I might have to find an excuse to use this soon.
Re: Tactile - a nice, straightforward input library!
Version 1.1 is out!
Changes:
Changes:
- Axes now have individual deadzones which you can set using the variable axis.deadzone. The global property tactile.deadzone has been removed. Axes have a default deadzone of 50%.
- Detectors that use the joysticks now refresh the list of joysticks whenever they run. tactile.rescan has been removed, as it is no longer needed.
- With the above two changes, tactile no longer has any global state. I'll take kikito's word for it that that's a good thing.
- Axes and buttons now iterate through their detectors using a standard for loop instead of pairs, so performance should be better and the order detectors are checked in should be more predictable.
- Added some simple error checking.
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Re: Tactile - a nice, straightforward input library!
Nice work, I'll take a look.
Re: Tactile - a nice, straightforward input library!
Version 1.2 is out! This is a small update. You can now pass a deadzone to Axis:getValue(), and it will use that deadzone instead of the axis' deadzone property. This is good if you want to disable the deadzone and do your own deadzone handling or something/
Re: Tactile - a nice, straightforward input library!
Nice lib, but it doesn't work with 0.10.1 LOVE2D
fix main.lua @line 128:
Also, with your sample main.lua
I can see UP + DOWN + RIGHT and LEFT + DOWN + RIGHT keys combination.
fix main.lua @line 128:
Code: Select all
mouseLeft = tactile.mouseButton(1)
I can see UP + DOWN + RIGHT and LEFT + DOWN + RIGHT keys combination.
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Re: Tactile - a nice, straightforward input library!
There's no reason why up + down and left + right shouldn't work; they're separate buttons. Now with axes, they would cancel each other out. Also, up + down + left + right should all work at once, but it's common to only be able to push 3 arrow keys at once because most keyboards have certain combinations of keys they won't process all at once.D0NM wrote:Nice lib, but it doesn't work with 0.10.1 LOVE2D
fix main.lua @line 128:Also, with your sample main.luaCode: Select all
mouseLeft = tactile.mouseButton(1)
I can see UP + DOWN + RIGHT and LEFT + DOWN + RIGHT keys combination.
Anyway, I'm gonna work on a fix for main.lua now, it should take like 5 minutes. Nice catch!
Re: Tactile - a nice, straightforward input library!
I'm choosing an input lib still...
I need an abstraction level to RECORD / PLAYBACK some cut-scenes and such.
Also I need some BOOBS.lua like key-combo-binding stuff..
With some decorator pattern it could be implemented with Tactile.
I used to make everything from scratch all the time.
I need an abstraction level to RECORD / PLAYBACK some cut-scenes and such.
Also I need some BOOBS.lua like key-combo-binding stuff..
With some decorator pattern it could be implemented with Tactile.
I used to make everything from scratch all the time.
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Re: Tactile - a nice, straightforward input library!
I would have a class/file somewhere that checks and records the input. It doesn't even have to interfere with your gameplay code, you can just access all your controls from wherever you want.
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