godot/demos/misc/joysticks/joysticks.gd
Rémi Verschelde 8639cecf4c Improve code formatting and update to 2.0
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
2015-12-09 08:38:23 +01:00

44 lines
1.2 KiB
GDScript

extends Node2D
# Joysticks demo, written by Dana Olson <dana@shineuponthee.com>
#
# This is a demo of joystick support, and doubles as a testing application
# inspired by and similar to jstest-gtk.
#
# Licensed under the MIT license
# member variables
var joy_num
var cur_joy
var axis_value
var btn_state
func _input(event):
# get the joystick device number from the spinbox
joy_num = get_node("joy_num").get_value()
# display the name of the joystick if we haven't already
if joy_num != cur_joy:
cur_joy = joy_num
get_node("joy_name").set_text(Input.get_joy_name(joy_num))
# loop through the axes and show their current values
for axis in range(0, 8):
axis_value = Input.get_joy_axis(joy_num, axis)
get_node("axis_prog" + str(axis)).set_value(100*axis_value)
get_node("axis_val" + str(axis)).set_text(str(axis_value))
# loop through the buttons and highlight the ones that are pressed
for btn in range(0, 17):
btn_state = 1
if (Input.is_joy_button_pressed(joy_num, btn)):
get_node("btn" + str(btn)).add_color_override("font_color", Color(1, 1, 1, 1))
else:
get_node("btn" + str(btn)).add_color_override("font_color", Color(0.2, 0.1, 0.3, 1))
func _ready():
set_process_input(true)