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@@ -29,15 +29,16 @@ be treated the same as a touch event, we'll convert the game to a click-and-move
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input style.
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By default Godot emulates mouse input from touch input. That means if anything
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-is coded to happen on a mouse event, touch will trigger it as well. If you wish to
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-disable that for whatever reason, or emulate touch from mouse input, you can do that
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-in the "Project Settings" under *Input Devices* and *Pointing*
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+is coded to happen on a mouse event, touch will trigger it as well. Godot can also
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+emulate touch input from mouse clicks, which we will need to be able to keep playing
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+our game on our computer after we switch to touch input. In the "Project Settings"
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+under *Input Devices* and *Pointing*, set *Emulate Touch From Mouse* to "On".
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.. image:: img/export_touchsettings.png
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-Before we change the input method, in the project settings go to *Display*,
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-then click on *Window*. In the *Stretch* options, set *Mode* to "2d" and *Aspect* to
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-"keep". This ensures that the game scales consistently on different sized screens.
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+We also want to ensure that the game scales consistently on different-sized screens,
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+so in the project settings go to *Display*, then click on *Window*. In the *Stretch*
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+options, set *Mode* to "2d" and *Aspect* to "keep".
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.. image:: img/export_stretchsettings.png
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