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Game Input

A universal input manager for web games and interactive art. Built in Typescript. Loosely inspired by Unity's Input System. Needs a better name.

Features

Built-in support for the following device types:

  • Gamepad
  • Keyboard
  • Pointer (mouse, touch, pen)
  • On-screen virtual stick

Examples

Installation

npm

Install via npm.

npm install @brianchirls/game-input

And import each class individually

import Gamepad from '@brianchirls/game-input/devices/Gamepad';
import Action from '@brianchirls/game-input/Action';

CDN

Or load directly from CDN

<script src="https://unpkg.com/@brianchirls/game-input"></script>

And access classes on the global GameInput object.

const myGamepad = new GameInput.Gamepad();

Basic Example

import Gamepad from '@brianchirls/game-input/devices/Gamepad';
import Keyboard from '@brianchirls/game-input/devices/Keyboard';
import DPadComposite from '@brianchirls/game-input/controls/DPadComposite';
import Action from '@brianchirls/game-input/Action';

/**
 * devices
 */

const gamepad = new Gamepad();
const keyboard = new Keyboard();

/**
 * get controls from each device
 */

const leftStick = gamepad.getControl('leftStick');

// It takes four keys to go in four directions
const kbdWASD = new DPadComposite({
	up: kbd.getControl('KeyW'),
	left: kbd.getControl('KeyA'),
	down: kbd.getControl('KeyS'),
	right: kbd.getControl('KeyD')
});

/**
 * Combine controls into actions.
 * The action will respond to whichever control is used.
 */

const moveAction = new Action({
	bindings: [
		leftStick,
		kbdWASD
	]
});

/**
 * Access action values inside update loop.
 */
function update() {
	// gamepad is a polling device and won't work unless
	// we update on every frame
	gamepad.update();

	const [x, y] = moveAction.value;

	// ... game logic goes here ...

	requestAnimationFrame(update);
}

update();

License

MIT License © Brian Chirls

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