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input-mapperlisted

Manage Godot input action mappings in project.godot. Use when adding input actions, changing key bindings, setting up controls for a new genre, or validating that all referenced actions exist. Called by project-scaffold (initial setup), workers (new mechanics), and the dispatching role (GDD changes requiring new inputs).
RandallLiuXin/GodotMaker · ★ 2 · AI & Automation · score 65
Install: claude install-skill RandallLiuXin/GodotMaker
# Input Mapper $ARGUMENTS Read the GDD or user request, determine which input actions are needed, and write the correct `[input]` section entries into `project.godot`. ## Step 1 — Extract Required Actions Source actions from one of: 1. **GDD Mechanics table** — each mechanic implies input actions (e.g., "Player can jump" → `jump` action). 2. **Genre preset** — use a preset from Step 3 as a starting point. 3. **Explicit request** — user or dispatching role specifies exact actions. For each action, determine: action name (snake_case), bound keys/buttons. ## Step 2 — Write to project.godot [input] Section For Object() serialization format, templates (keyboard, mouse, gamepad button, gamepad axis), and key code table, read `references/serialization.md`. ## Step 3 — Genre Presets Use these as starting points. Add gamepad bindings if the GDD mentions controller support. ### Platformer | Action | Keys | |--------|------| | `move_left` | A, Left Arrow | | `move_right` | D, Right Arrow | | `jump` | Space, W, Up Arrow | ### Top-down | Action | Keys | |--------|------| | `move_up` | W, Up Arrow | | `move_down` | S, Down Arrow | | `move_left` | A, Left Arrow | | `move_right` | D, Right Arrow | ### Shooter (top-down or twin-stick) | Action | Keys / Buttons | |--------|---------------| | `move_up` | W, Up Arrow | | `move_down` | S, Down Arrow | | `move_left` | A, Left Arrow | | `move_right` | D, Right Arrow | | `shoot` | LMB (mouse button 1) | | `reload` | R | ### UI (a