31 lines
1.5 KiB
Plaintext
31 lines
1.5 KiB
Plaintext
; Each action maps to a comma-separated list of gamepad buttons - add as many as you like to
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; the same action. Recognized tokens (standard GLFW gamepad mapping): gp_a, gp_b, gp_x, gp_y,
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; gp_left_bumper, gp_right_bumper, gp_left_trigger, gp_right_trigger (analog triggers, treated
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; as pressed past a threshold), gp_back, gp_start, gp_guide, gp_left_thumb, gp_right_thumb,
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; gp_dpad_up, gp_dpad_down, gp_dpad_left, gp_dpad_right. The left stick always drives movement
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; directly (not rebindable here) - see engine/gamepad.py's AXIS_LEFT_X/AXIS_LEFT_Y.
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;
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; A few gamepad buttons are fixed in main.py, not configurable here: the dpad/gp_a/gp_b always
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; navigate/confirm/cancel every menu (start screen, character creation, controls, pause) the
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; same way ArrowUp/Down/Left/Right/Enter/Escape do on a keyboard; gp_start always opens/closes
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; the pause menu during play, and gp_back always toggles the character card. Since menus and
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; actual play are mutually exclusive, gp_b doing menu-cancel there and activate_selected_ability
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; here (see [abilities] below) is the same button serving two contexts, not a real conflict.
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[actions]
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leap = gp_a
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block = gp_left_bumper
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[hands]
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activate_right_hand = gp_right_bumper
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activate_left_hand = gp_x
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activate_right_hand_2 = gp_right_trigger
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activate_left_hand_2 = gp_left_trigger
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[abilities]
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activate_selected_ability = gp_b
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select_ability_1 = gp_dpad_up
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select_ability_2 = gp_dpad_right
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select_ability_3 = gp_dpad_down
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select_ability_4 = gp_dpad_left
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