crow.inputMap
Sidle, hop, peck, pause — the whole climb, on every device a player might hold.
crow
Sidle, hop, peck, pause — the whole climb, on every device a player might hold.
| Control | Keyboard | Touch | Controller |
|---|---|---|---|
move (axis2) | A / D, ← / → to sidle; W / ↑ to pull up off a lip; S / ↓ to let go | the stick, lower left | left stick |
hop | Space | Hop, lower right | south face button |
peck | E | Peck, lower right | west face button |
menu | Escape | Pause, lower right | Start |
hop is both the hop and the pull-up: pressed while hanging it hauls the crow
over the lip, which is why it is never refused for weakness there.
The map's group is player. The menu map (game/input/console) suppresses
that group while a card is open, so the climb cannot be driven from behind a
menu.
An axis2 control takes exactly one binding per device class, so "WASD or the
arrow keys" is written as one vector whose arms are themselves vectors — a
vector arm reads held / not-held, which makes it an OR of the keys in it. See
move.inputBinding/init.luau.
Scoped to this part · feeds back into the world's score.