kurinji 1.0.1

Input map for bevy
Documentation

Kurinji

kurinji

Input map plugin for bevy. It decouples gameplay code from device specific input api. Converts user inputs from different input hardware into game specific actions, eg. keyboard "Space" or joystick "A" can be mapped to "Jump" Action.

Usage

Add to Cargo.toml dependencies

[dependencies]
kurinji = "0.1"
fn main() {
    App::build()
        .add_plugin(KurinjiPlugin::default())
        .add_startup_system(setup.system())
        .add_system(system.system())
        .run();
}

fn setup(
    mut kurinji: ResMut<Kurinji>,
) {
    // with data 
    // refer "example/config/gamepad.ron"
    let binding_ron = fs::read_to_string("example/config/gamepad.ron").unwrap()
    kurinji.set_bindings_with_ron(&binding_ron);

    // or

    // via code
    kurinji
    .bind_keyboard_pressed(KeyCode::Return, "SHOOT")
    .bind_mouse_motion(Axis::YNegative, "AIM_UP")
    .set_dead_zone("AIM_UP", 0.1)
}

// system
fn system(kurinji: Res<Kurinji>) {
    if input_map.is_action_active("SHOOT") {
        println!("Bang...");
    }

*Check out examples

Example

Use commands

Via Code

cargo run --example keyboard_mouse_with_code

cargo run --example gamepad_with_code

Via JSON/RON

cargo run --example keyboard_mouse_with_json

cargo run --example gamepad_with_ron

For Action Events Usage

cargo run --example with_action_events

Features

  • Mouse Mapping
  • Keyboard Mapping
  • Joystick Mapping
  • Action Strength
  • Action Deadzone
  • Custom Strength Curve
  • JSON/RON Support: Ability to use serialised string to setup bindings
  • Binding Stack: Ability to Push, Additive Push and Pop bindings
  • Event Phase: Ability to set at which event phase an action is active
  • Action Events: OnActionBegin, OnActionProgress, OnActionEnd

Bug Report

https://github.com/PradeepKumarRajamanickam/kurinji/issues

Release Notes

v1.0.0/1 (21 Nov, 2020)

  • rebranded* as Kurinji

v0.1.5 (18 Nov, 2020)

  • Joystick Support
  • Improved Documentations

v0.1.4 (03 Oct, 2020)

  • Event Phase
  • Action Events

v0.1.3 (18 Sept, 2020)

  • Binding Stack
  • JSON & RON Support

v0.1.2 (14 Sept, 2020)

  • New API
  • Ability to set custom strength curve

v0.1.1 (7 Sept, 2020)

  • minor* Readme changes
    • Had to bump the version to publish some readme changes

v0.1.0 (7 Sept, 2020)

  • Keyboard Key Mapping
    • Key press can now be binded to action
  • Mouse Button Mapping
    • Mouse button press can now be binded to action
  • Mouse Move Mapping
    • Mouse move event can now be mapped to action
  • Action Strength
    • Can now query strength of an action.
    • It will be in range of 0.0 - 1.0
    • Useful for analog inputs like joystick
  • Action Deadzone
    • For analog inputs sometimes it is meaningful to have a min threshold to avoid small input noise and to reduce sensitivity

Author

Pradeep Kumar Rajamanickam

Acknowledgments

Inspired by

  • Godot Input Mapper [https://godotengine.org/article/handling-axis-godot]
  • Unreal Action/Axis Mapping [https://docs.unrealengine.com/en-US/Gameplay/Input/index.html]