Link to Getting Started Input tutorial from Input examples page (#10200)

* Link to Getting Started Input tutorial from Input examples page

---------

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
tetrapod
2024-11-04 15:38:49 -08:00
committed by Max Hilbrunner
parent 203c5d7b3e
commit ffff2e7afd
2 changed files with 11 additions and 3 deletions

View File

@@ -84,6 +84,8 @@ Save the scene as ``player.tscn``
With the nodes ready, we can almost get coding. But first, we need to define
some input actions.
.. _doc_first_3d_game_input_actions:
Creating input actions
----------------------

View File

@@ -194,10 +194,10 @@ There are several specialized types of InputEvent, described in the table below:
| | as feedback. (more on this below) |
+-------------------------------------------------------------------+-----------------------------------------+
Actions
-------
Input actions
-------------
Actions are a grouping of zero or more InputEvents into a commonly
Input actions are a grouping of zero or more InputEvents into a commonly
understood title (for example, the default "ui_left" action grouping both joypad-left input and a keyboard's left arrow key). They are not required to represent an
InputEvent but are useful because they abstract various inputs when
programming the game logic.
@@ -239,6 +239,12 @@ The Input singleton has a method for this:
// Feedback.
Input.ParseInputEvent(ev);
.. seealso::
See :ref:`doc_first_3d_game_input_actions` for a tutorial on adding input
actions in the project settings.
InputMap
--------