Full Xbox/PlayStation controller support: glyphs, remapping, vibration toggle
Extends the earlier Xbox-only ability glyphs into full brand-aware controller support, following standard practice (position-based button mapping, safe defaults for unrecognised pads, no per-device special-casing): - Controls detects PlayStation pads (DualShock/DualSense) from Input.get_joy_name() via a name-substring heuristic, checking for "xbox" first so a Bluetooth-connected Xbox pad (reports as "Xbox Wireless Controller") can't be misread as PlayStation through the generic "wireless controller" hint. Unrecognised/generic pads read as Xbox-style, matching the browser's Standard Gamepad Mapping. - Ability-bar keycaps and the options menu now show ✕/○/□/△ for a detected PlayStation pad instead of A/B/X/Y — no index remapping needed, since PlayStation's face buttons sit in the exact same four positions as Xbox's. - The options menu's Controls section gains a gamepad rebind button next to each ability's keyboard one (movement stays on the D-pad/ stick, not individually remapped, matching convention). Clicking it captures the next joypad button press, mirroring the existing keyboard-rebind flow exactly (Esc cancels either). Gamepad rebinds persist to controls.cfg alongside keyboard ones and survive a reload. - Added a player-facing "Controller Vibration" toggle (Settings... Gameplay section) — Controls.vibrate() now checks it alongside the existing DP debug flag, so either can silence rumble. Verified headlessly end-to-end: default bindings show correct brand-agnostic glyphs (kick=X, dash=A, ...), rebinding kick to a different button through the real options-menu flow changes only that action's glyph, leaves its keyboard binding and other abilities' gamepad bindings untouched, and survives a reload from disk. Sanity- checked the PlayStation name heuristic against realistic controller name strings from Xbox, PlayStation (Windows/macOS/Bluetooth variants), and other brands. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
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@@ -12,6 +12,9 @@ const SECTION := "options"
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var screen_shake: bool = true
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## Gore toggle — when off, no blood spawns (impact spurt + ongoing spear-wound bleed).
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var gore: bool = true
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## Controller rumble toggle — player-facing; Controls.vibrate() also respects the DP
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## "gamepad_vibration" debug flag, so either can silence it.
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var vibration: bool = true
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## Audio volumes stored as linear 0–1. Applied to AudioServer buses on load/change.
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var volume_master: float = 1.0
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@@ -62,6 +65,14 @@ func set_gore(value: bool) -> void:
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save()
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func set_vibration(value: bool) -> void:
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if vibration == value:
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return
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vibration = value
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changed.emit("vibration", value)
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save()
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func set_volume_master(value: float) -> void:
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volume_master = clampf(value, 0.0, 1.0)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
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@@ -96,6 +107,7 @@ func save() -> void:
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var cfg := ConfigFile.new()
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cfg.set_value(SECTION, "screen_shake", screen_shake)
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cfg.set_value(SECTION, "gore", gore)
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cfg.set_value(SECTION, "vibration", vibration)
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cfg.set_value(SECTION, "volume_master", volume_master)
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cfg.set_value(SECTION, "volume_ambient", volume_ambient)
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cfg.set_value(SECTION, "volume_effects", volume_effects)
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@@ -110,6 +122,7 @@ func load_saved() -> void:
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return
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screen_shake = cfg.get_value(SECTION, "screen_shake", true) as bool
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gore = cfg.get_value(SECTION, "gore", true) as bool
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vibration = cfg.get_value(SECTION, "vibration", true) as bool
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volume_master = cfg.get_value(SECTION, "volume_master", 1.0) as float
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volume_ambient = cfg.get_value(SECTION, "volume_ambient", 1.0) as float
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volume_effects = cfg.get_value(SECTION, "volume_effects", 1.0) as float
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