Shadowblitz16

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deadzone is the amount you need to press the joystick before it registers or return true. I think these could be **very** useful in the love library, however they would...

no I just thought that if the user was able to pass a deadzone it could return a bool instead of a float.

basicly deadzone would just do `return (Maths.Abs(Joystick.IsGetAxis()) > deadzone)` although I see why it wouldn't be desired if a joystick axis needs to have different dead zones for each side.

don't worry about the deadzone parameter users can check it manually. its better that way anyways. so just do.. ``` float Joystick.IsAxisChange(GamepadAxis axis) float Joystick.IsAxisChangePrevious(GamepadAxis axis) ```

the float is how far you press the joystick axis. for example if you press it left and you're using the constant GamepadAxis.LeftX it would be -1 and if your...

@endlesstravel so I had an idea to reduce the function count. basically have a enum call InputState which would contain the options for previous and current. you would pass these...

@endlesstravel some issues to note - 1 all functions should take a parameter for whether you want the current input or the previous. so for example these.. `var currMouseInput =...

thanks hopefully sometime in the future this can be ported to more systems. also I never used physics I always just coded my own.

note this should probably be done with some sort of memory copying instead of looping so its faster

I was using span and unsafe to do conversions from Color[,] to Color[] ```cs public Color[] Flatten(Color[,] v) { Color[] value; var length = v.GetLength(0) * v.GetLength(1); unsafe { fixed...