Input handling part 2 - Gamepads
Previously, I thought through handling input for keyboard and touch, but I didn't realize gamepads had to be controlled differently.
There are no built-in methods for SKScene that handle gamepad input. Instead, we need to listen to notifications, then provide value change handlers, and then act on the received updates in a way that makes sense for the game.
Here's a small video where I'm experimenting with how to handle gamepad input: https://youtu.be/-kDnLpMAvOQ
I ended up with something that seems to work. The plan for next time is:
- figure out how to add repeated notifications for movement (while the button is being held down)
- unify this approach with handling keyboard and touch events