objects/oJoyConfig/step.gml
From spelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC, shown whole under the Spelunky User License v1.1b. Extracted by spelunky.ai's tools, an unofficial fan project, one file per script or event; the // ==== lines are the extractor's, naming each action of the event. Some scripts are others' work that Derek Yu credits in the source's readme.txt: Martin Piecyk's platform engine, ChevyRay's view scaling scripts and tsg1zzn's Super Sound System.
oJoyConfig's step event, 68 lines of GML.
joyReleased = false;joyPressed = false;joyKey = checkJoyButton();if (joy){ if (joyKey != 0) joy = true; else { joyReleased = true; joy = false; }}else{ if (joyKey != 0) { joyPressed = true; joy = true; } else joy = false;}if (joyPressed){if (status == 0){ global.joyJumpVal = joyKey;}else if (status == 1){ global.joyAttackVal = joyKey;}else if (status == 2){ global.joyItemVal = joyKey;}else if (status == 3){ global.joyRunVal = joyKey;}else if (status == 4){ global.joyBombVal = joyKey;}else if (status == 5){ global.joyRopeVal = joyKey;}else if (status == 6){ global.joyFlareVal = joyKey;}else if (status == 7){ global.joyPayVal = joyKey;}else if (status == 8){ global.joyStartVal = joyKey;}}if (joyPressed or keyboard_check_pressed(vk_escape)){ status += 1; if (gamepad.attackPressed) gamepad.attackPressed = false; if (gamepad.startPressed) gamepad.startPressed = false; if (status > 8) room_goto(rInit);}