Class: Input

Input()

Handle game input

Constructor

new Input()

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Members

_allowDefaultKeys

Which keys do not cause event.preventDefault to be called on keydown events. By default this is the escape key and all function keys
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_axisThreshold

How far from center does an axis need to be to count as pressed?
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_buttonsToAltJoyButtons

Maps standard game buttons to alternate joypad buttons
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_buttonsToAltKeys

Maps standard game buttons to alternate keyboard keys
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_buttonsToJoyAxes

Maps standard game buttons to joypad axes
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_buttonsToJoyButtons

Maps standard game buttons to joypad buttons
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_buttonsToKeys

Maps standard game buttons to keyboard keys.
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_currentJoyAxes

gamepad axes states for the current frame
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_currentJoyButtons

gamepad button states for the current frame
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_currentKeys

Keyboard states for the current frame
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_currentMouseLeft

Is the left mouse button down this frame?
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_currentMouseRight

Is the right mouse button down this frame?
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_forceMouseLeftDown

Force the left mouse button state to be down this frame. Used for the edge case in which a mouse button is clicked up and down all in the span of one frame.
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_forceMouseRightDown

Force the right mouse button state to be down this frame. Used for the edge case in which a mouse button is clicked up and down all in the span of one frame.
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_keysRaw

Caches keyboard key states.
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_lastJoyAxes

gamepad axes states for the last frame
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_lastJoyButtons

gamepad button states for the last frame
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_lastKeys

Keyboard states for the last frame
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_lastMouseLeft

Was the left mouse button down last frame?
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_lastMouseRight

Was the right mouse button down last frame?
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canvas

Reference to the canvas used for mouse input. Automatically added by the Engine.
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canvasScale

The scale of the canvas, aka the pixel size. Added automatically by the Engine
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dataOnlyMode

This mode runs the engine without drawing to a canvas or playing audio. This is useful to use the engine to generate image data.
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mouse

Object containing input state of the mouse. mouse.isOffScreen, mouse.position.x, mouse.position.y, mouse.left.pressed, mouse.left.down, mouse.left.up, mouse.right.pressed, mouse.right.down, mouse.right.up
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screenHeight

The height of the game screen. Not affected by this.canvasScale. Added automatically by the Engine.
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screenWidth

The width of the game screen. Not affected by this.canvasScale. Added automatically by the Engine.
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Methods

_axisFromArrayIsPressed(axisIndex, axisArray)

Helper function for joypad axes
Parameters:
Name Type Description
axisIndex *
axisArray *
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_keyDown(e)

handle window keydown events
Parameters:
Name Type Description
e *
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_keyUp(e)

handle window keyup events
Parameters:
Name Type Description
e *
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_pointerDown(e)

Handle pointerdown event
Parameters:
Name Type Description
e *
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_pointerEnter()

Handle pointerenter event
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_pointerLeave()

handle pointerleave event
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_pointerMove(e)

Handle pointermove event
Parameters:
Name Type Description
e *
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_pointerUp(e)

handle pointerup event
Parameters:
Name Type Description
e *
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_updateButton(name, index)

Update the state for a standard game button.
Parameters:
Name Type Description
name *
index *
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_updateButtons()

update standard game button states.
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clearInput()

clear out all of the input
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getButtonDown(buttonCode)

return true if the standard game button was pressed down this frame
Parameters:
Name Type Description
buttonCode number
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getButtonPressed(buttonCode)

return true if the standard game button is currently held down
Parameters:
Name Type Description
buttonCode number
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getButtonUp(buttonCode)

return true if the standard game button was released this frame
Parameters:
Name Type Description
buttonCode number
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getJoyAxisDown(axisIndex)

return true if the joypad axis was pressed down this frame This is the joypad from the Gamepad API, and generally should only be used when detecting inputs to remap controls. For normal gameplay use Input.getButtonDown
Parameters:
Name Type Description
axisIndex number
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getJoyAxisPressed(axisIndex)

return true if the joypad axis is currently held down This is the joypad from the Gamepad API, and generally should only be used when detecting inputs to remap controls. For normal gameplay use Input.getButtonPressed
Parameters:
Name Type Description
axisIndex number
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getJoyAxisUp(axisIndex)

return true if the joypad axis was released this frame This is the joypad from the Gamepad API, and generally should only be used when detecting inputs to remap controls. For normal gameplay use Input.getButtonUp
Parameters:
Name Type Description
axisIndex number
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getJoyButtonDown(buttonIndex)

return true if the joypad button was pressed down this frame. This is the joypad from the Gamepad API, and generally should only be used when detecting inputs to remap controls. For normal gameplay use Input.getButtonDown
Parameters:
Name Type Description
buttonIndex number
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getJoyButtonPressed(buttonIndex)

return true if the joypad button is currently held down This is the joypad from the Gamepad API, and generally should only be used when detecting inputs to remap controls. For normal gameplay use Input.getButtonPressed
Parameters:
Name Type Description
buttonIndex number
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getJoyButtonUp(buttonIndex)

return true if the joypad button was released this frame. This is the joypad from the Gamepad API, and generally should only be used when detecting inputs to remap controls. For normal gameplay use Input.getButtonUp
Parameters:
Name Type Description
buttonIndex number
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getKeyDown(keyCode)

return true if the key was pressed down this frame
Parameters:
Name Type Description
keyCode number
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getKeyPressed(keyCode)

return true if the key is currently held down
Parameters:
Name Type Description
keyCode number
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getKeyUp(keyCode)

return true if the key was released this frame
Parameters:
Name Type Description
keyCode number
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init()

Do initial setup. Add event listeners.
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pollInput()

Update the input, should be done first thing in the game loop. Called automatically by the Engine.
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