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Input module for LÖVE

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Made key_to_button, gamepad_to_button, axis_to_button, button_to_key, button_to_gamepad and button_to_axis part of the Input class for outside use.

Fix for the KeyboardConst exception that is thrown with Love 11.0. Changes should be backward compatible with previous versions of Love.

Since Love 0.11 love.keyboard.isDown() and love.mouse.isDown() raise exceptions in case of key mismatch. The current code relies on the old behaviour where no error was signaled and the function simply...

Hi, I suggest to check the if the `joystick` module is enabled/disabled in love. Users may `disable` the joystick module in `conf.lua` with `t.modules.joystick = false`

According to the changelog > Changed `love.keyboard.isDown` and `love.keyboard.isScancodeDown` to *error* if an *invalid enum* value is given. the check on line [171](https://github.com/SSYGEN/boipushy/blob/master/Input.lua#L177) will now error on Love2D 11.0 for...

Looking at the file, requiring the module modifies the love.run, there should be a way to not automatically modify it so it could work along with other libs that modifies...

Hey, i have questions. Consider the following: ``` local keys = { a = "printA", b = function() print("b") end, } local input = Input() for k,v in pairs(keys) do...

Hey @SSYGEN, nice input lib. Makes it really easy to bind keys to intuitive words :) I added a rockspec to make it even easier to download and use. Let...

I just spent a bit of time figuring out that the reason `:down(..)` would work but `:pressed(..)`, etc. wouldn't was because I was calling `input:update()` before checking the state of...