Merged PR #29: v0.1.3 packaging and setup fixes Co-authored-by: Zwitschi <zwitschi82@gmail.com>
31 lines
1.3 KiB
Markdown
31 lines
1.3 KiB
Markdown
# Controls (`0.1.0` walkable demo)
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Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
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| Action | Key | Notes |
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| --- | --- | --- |
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| Move forward | `W` | 4 m/s walk |
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| Move back | `S` | |
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| Strafe right | `D` | |
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| Strafe left | `A` | |
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| Look | Mouse | Captured on launch; `Escape` releases it |
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| Jump | `Space` | |
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| Reset to start | `R` | Returns to the grounded spawn point |
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| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
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## Notes
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- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
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- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
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- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
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## Testing input without a physical keyboard
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`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
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```bash
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python3 Tools/input_test.py --sequence move:2,look:3
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```
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It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
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