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Understanding Input
Celeste uses the static Input
class to retrieve user input when needed. The Input class contains a number of members, each referencing a different input.
Luckily, getting input from within your own code mod is as simple as getting the value held within the field you need.
Ex: Input.Jump.Pressed
Most values are pretty self-evident, such as the state of a button or key, represented as a boolean, but some require a little more explanation.
Each button has a few relevant values: Pressed, Released, and Check. These return the following:
- Check - Is the button currently pressed?
- Pressed - Was the button just pressed?
- Released - Was the button just released?
Axis movement is split into the MoveX
and MoveY
fields, as well as GliderMoveY
for Jellies
Each Axis returns a floating point value between -1 and 1.
Joystick position, under the Aim
member, is used primarily for movement while in a Feather. There is also MountainAim
, which is used for moving the camera while on the overworld.
The Aim value is an Xna.Framework Vector2
with both values clamped between -1 and 1.
See the ButtonBinding section on the Mod Settings page
For questions and feedback, please contact @coloursofnoise on the Celeste Discord 🔗.
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