I'd like to use the crank for player movement and ignore D-pad up/down commands. The 'ignore' & 'listen' functions don't seem to allow granular control over the suite of input options and I don't see any way to cancel the event.dy input. Is there any mechanism for mitigating with using goto to offset?
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I solved my own problem with a few lines of code in the player update
event.
Note that my game restricts x-axis movement with 'hidden' wall world tiles, but could be easily adapted for anyone looking to accomplish the same goal (force use of crank or other input mechanism for player control):
if cancelDPad==0 then
if event.dy!=0 then
realY = event.y
realY -= event.dy
cancelDPad = 1
goto event.px,realY
end
else
cancelDPad = 0
end
call "calculateMove"
end
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One caveat
You'll also need to escape your d-pad handling to allow for manual movement. In my case, I'm using a custom physics engine to control y velocity. See use of the "calculatingPhysics" variable below:
if calculatingPhysics == 0 then
if cancelDPad==0 then
log "event dy = {event.dy}"
if event.dy!=0 then
realY = event.y
realY -= event.dy
cancelDPad = 1
goto event.px,realY
end
else
cancelDPad = 0
end
else
calculatingPhysics = 0
end if
call "calculateMove"
end
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