input-mapperlisted
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