input-patterns

A guide to handling keyboard and game-controller input in Godot, a game engine. It covers named input actions, controller deadzones, and applying the corrected direction to a character.

In plain words
What is it for?
Use it when configuring Godot's InputMap, the list of named game actions, setting up default bindings for tests or runtime, or coding player movement.
Why use it?
It helps prevent shaky or inaccurate controller movement and keeps keyboard and controller controls mapped consistently.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/input-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill input-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,302 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00000 $0.02302
Opus 5 $0.00000 $0.01151
Sonnet 5 $0.00000 $0.00460
Haiku 4.5 $0.00000 $0.00230

Measured 2d ago against content hash 5bb0d9fbab35, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

input-patterns scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/input-systems/skills/input-patterns/SKILL.md · 250 lines

How it starts

The opening of the file, as written. The whole thing — 250 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Input Patterns

Godot InputMap Action Configuration

# Define input actions programmatically (useful for testing/CI or runtime setup)
# Normally done in Project Settings > InputMap, but here for reference:

func _setup_default_bindings() -> void:
    # Movement actions
    _add_action_with_keys(&"move_forward", KEY_W, JOY_BUTTON_INVALID, -1, JOY_AXIS_LEFT_Y)
    _add_action_with_keys(&"move_back",    KEY_S, JOY_BUTTON_INVALID,  1, JOY_AXIS_LEFT_Y)
    _add_action_with_keys(&"move_left",    KEY_A, JOY_BUTTON_INVALID, -1, JOY_AXIS_LEFT_X)
    _add_action_with_keys(&"move_right",   KEY_D, JOY_BUTTON_INVALID,  1, JOY_AXIS_LEFT_X)
    _add_action_with_keys(&"jump",         KEY_SPACE, JOY_BUTTON_A, 0.0, -1)
    _add_action_with_keys(&"interact",     KEY_E, JOY_BUTTON_X, 0.0, -1)

func _add_action_with_keys(
    action: StringName,
    key: Key,
    joy_button: JoyButton,
    axis_value: float = 0.0,
    joy_axis: JoyAxis = JOY_AXIS_INVALID
) -> void:
    if not InputMap.has_action(action):
        InputMap.add_action(action, 0.15)  # 0.15 = deadzone for this action

    if key != KEY_NONE:
        var key_event := InputEventKey.new()
        key_event.keycode = key
        InputMap.action_add_event(action, key_event)

    if joy_button != JOY_BUTTON_INVALID:
        var button_event := InputEventJoypadButton.new()
        button_event.button_index = joy_button
        InputMap.action_add_event(action, button_event)

Scaled Radial Deadzone

# Correctly apply radial deadzone with remapping
class_name InputDeadzone

static func apply_radial(raw: Vector2, inner: float = 0.15, outer: float = 0.95) -> Vector2:
    var magnitude := raw.length()

    if magnitude < inner:
        return Vector2.ZERO

    if magnitude > outer:
        return raw.normalized()

    # Remap [inner, outer] -> [0, 1] for smooth transition
    var remapped := (magnitude - inner) / (outer - inner)
    return raw.normalized() * remapped

# Usage in character controller:
func _physics_process(_delta: float) -> void:
    var raw := Input.get_vector(&"move_left", &"move_right", &"move_forward", &"move_back")
    var input := InputDeadzone.apply_radial(raw)
    # input is now clean with no dead zone artifact

Read the full file on GitHub · 250 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 250 lines · 0 tokens per session scan A 5bb0d9fbab35

Subscribe to this mod's changes

input-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,302 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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