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Thread: Best way to handle Keyboard and Gamepad controls?

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    Clicker Fusion 2.5Android Export ModuleSWF Export Module
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    MasochisticGamer's Avatar
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    Best way to handle Keyboard and Gamepad controls?

    I'd like to give my game both options for control input, but I don't want players to be able to use BOTH at the same time. What's the best way to disable the keyboard when a gamepad is in use and vice versa? (Using the ControlX and Joystick2 objects).

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    Clicker Fusion 2.5 DeveloperSWF Export Module
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    I'd imagine if people wanted to use a gamepad, they would use JoyToKey to define all the keyboard inputs for gamepad inputs. I mean, do CT Fusion users program their own gamepad inputs separated from keyboard inputs? o_O

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    the joystick2 has is a pad connected feature? check that to determine what to use. i have an example coming soon, which does all this included. what you do is have a group for joypad, and a group for keys. before the groups; always deactivate them both. then check if a pad is connected - and activate the pad group, otherwise activate the keys group.

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    Clicker Fusion 2.5Android Export ModuleSWF Export Module
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    MasochisticGamer's Avatar
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    @N64Mario : I did just so that my app had native gamepad controls without the need for Joy2Key. As for whether others do this... Not sure on that one.

    @danjo : That works perfectly. Thank you.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    DaveC's Avatar
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    I'm interested in this.. I feel like my jostick implementation is a little half baked.. was going to redo it at some point, I'll wait to check this out

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    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)

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    This is amazing and very easy to implement - http://clickstore.clickteam.com/plugins/tools/vaccine_2

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