Original date: May 16, 2022
Long hiatus because of procrastination. Finally managed to implement controller support for the menu. This was really annoying, let me tell you. Godot does provide some functionality for that with focus, but it looks bad (blue frames that usually don’t even fit the button size) and I couldn’t get it to work properly. Problem is I originally didn’t design the menu with controller support in mind, because I didn’t originally intend to add it.
What I did now was to simply detect wether the player is using a controller, and if so make the cursor snap to the buttons when the D-Pad is used. Layered menus were especially annoying becaue I had to keep track of which menu the player is currently in. It’s certainly not the most elegant method, but it works, so that’s that.
This also means that pretty much all basic functionality is now implemented. Most of what’s left is now level design and adding one or two more enemies. Well, and polishing, of course.
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