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godot-input-handling戈多输入处理

Agent Skill

godot-input-handling 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

2,742

周安装

112

GitHub Stars

138

下载量

878
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-input-handling(戈多输入处理)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-input-handling
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-input-handling
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-input-handling

简介

godot-input-handling 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。

  • 适用于戈多输入处理相关项目的开发流程管理,协助跟踪 Issue 与代码合并。
  • 通过 npx skills add 命令从指定仓库安装,需确认宿主环境支持。
  • 安装前建议核实仓库是否仍在维护,并检查其权限与安全设置。
  • 该技能可能触发网络或文件操作,请在隔离环境中验证后再正式使用。

SKILL.md

Input Handling

Handle keyboard, mouse, gamepad, and touch input with proper buffering and accessibility support.

Available Scripts

advanced_input_buffer.gd

Frame-perfect input buffering system for responsive jumps, dashes, and combo chains.

safe_runtime_rebind.gd

Dynamic input rebinding with conflict detection, persistence, and multi-device support.

analog_deadzone_manager.gd

Radial deadzone management for analog sticks to eliminate drift while maintaining natural follow-through.

multi_touch_gestures.gd

Handling touch, drags, and pinch-to-zoom gestures for mobile and touchscreen compatibility.

input_echo_filter.gd

Filtering echo events to distinguish between hold-to-navigate (UI) and one-time gameplay actions.

mouse_capture_manager.gd

Robust mouse capture and sensitivity scaling logic for FPS and mouse-intensive systems.

hold_toggle_accessibility.gd

Software-side support for user-defined 'Hold' vs 'Toggle' accessibility preferences.

glyph_prompt_manager.gd

Real-time switching between Keyboard and Gamepad UI prompts based on the last active device.

action_state_machine.gd

Tracking the lifecycle of an action ('Just Pressed', 'Held', 'Released') for complex state logic.

unhandled_input_priority.gd

Demonstrating the correct use of _unhandled_input to prevent gameplay logic from leaking into UI.

MANDATORY - For Responsive Controls: Read input_buffer.gd before implementing jump/dash mechanics.

NEVER Do in Input Handling

  • NEVER poll input in _process() for gameplay actions — Use _physics_process() or _unhandled_input(). _process() is frame-rate dependent, causing dropped inputs at low FPS [22].
  • NEVER use hardcoded key checks (e.g., KEY_W) — Always use InputMap actions. Hardcoded keys prevent rebinding and break compatibility with non-QWERTY layouts [23].
  • NEVER ignore analog stick deadzones — Drifting sticks at 0.05 magnitude will cause unintended movement. Implement a radial deadzone (not axial) in code or settings [24].
  • NEVER assume a single input device — Players may switch between Keyboard and Controller mid-session. Use Input.joy_connection_changed to update UI prompts dynamically [25].
  • NEVER use _input() for gameplay actions_input() fires for ALL events (including UI). Use _unhandled_input() so gameplay logic doesn't trigger while clicking menus [26].
  • NEVER omit input buffering in fast-paced games — If a player presses jump 50ms before landing, the input is lost without a buffer. Implement a 100-150ms buffer for a "tight" feel [27].
  • NEVER use Input.is_action_pressed() for one-time triggers — It returns true every frame the key is held. Use _just_pressed for jumps, attacks, and toggles to avoid logic spam.
  • NEVER implement manual 'Hold vs Toggle' logic in multiple places — Centralize it in a setting or input wrapper to ensure accessibility consistency across the whole game.
  • NEVER forget to handle InputEvent.is_echo() in UI navigation — Echo events (keyboard repeat) should move menus but rarely should they trigger "Confirm" or "Back" actions.
  • NEVER capture the mouse without a 'Release' shortcut — If your game crashes or blocks ui_cancel, the user is trapped. Always provide a fallback escape for mouse capture.

InputMap Actions

Setup: Project Settings → Input Map → Add action

# Check if action pressed this frame
if Input.is_action_just_pressed("jump"):
    jump()

# Check if action held
if Input.is_action_pressed("fire"):
    shoot()

# Check if action released
if Input.is_action_just_released("jump"):
    release_jump()

# Get axis (-1 to 1)
var direction := Input.get_axis("move_left", "move_right")

# Get vector
var input_vector := Input.get_vector("left", "right", "up", "down")

InputEvent Processing

func _input(event: InputEvent) -> void:
    if event is InputEventKey:
        if event.keycode == KEY_ESCAPE and event.pressed:
            pause_game()

    if event is InputEventMouseButton:
        if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
            click_position = event.position

Gamepad Support

# Detect controller connection
func _ready() -> void:
    Input.joy_connection_changed.connect(_on_joy_connection_changed)

func _on_joy_connection_changed(device: int, connected: bool) -> void:
    if connected:
        print("Controller ", device, " connected")

Reference

Related

适合场景

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能力概览

能力 1

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能力 2

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能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.01%
按下载量换算316

Claude

30.26%
按下载量换算266

Cursor

21.26%
按下载量换算187

Gemini CLI

10%
按下载量换算88

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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