A simple library for abstracting key/mouse input for games.
Does stuff like:
- Virtual key bindings (i.e. map one or more physical keys to a single action)
- Emits down/up events for each binding (not each key)
- Handles annoying edge cases, like overlapping events from two keys bound to the same action, or the browser losing focus while a key is pressed, etc.
- Exposes objects with the current state of each binding, the number of press/release events since the last tick, etc.
- Also tracks mouse/pointer events and scroll/wheel inputs
Canonical names for physical keys are as specified by KeyboardEvent.code. To check key codes, try the live demo.
import { GameInputs } from 'game-inputs'
// instantiate
var domElement = document.querySelector('...')
var inputs = new GameInputs(domElement, {
preventDefaults: true,
allowContextMenu: false,
})
// bind an arbitrary event name to one or more physical key codes
inputs.bind( 'move-fwd', 'KeyW' )
inputs.bind( 'move-left', 'KeyA', 'ArrowLeft' )
// listen to that event name for press/release events
inputs.down.on( 'move-fwd', (ev) => { startMovingFwd() } )
inputs.up.on( 'move-fwd', (ev) => { stopMovingFwd() } )
// mouse/pointer buttons are bindable as `Mouse1`, `Mouse2`, ...
inputs.bind( 'shoot', 'Mouse1' )
inputs.bind( 'RMB', 'Mouse3' )
// you can also query various input states in the game loop
function myGameLoop() {
// current boolean state of a key or mouse button
var leftCurrentlyPressed = inputs.state['move-left']
var shootButtonPressed = inputs.state['shoot']
// pointer movement and scroll/wheel data
var mouseMovedBy = [inputs.pointerState.dx, inputs.pointerState.dy]
var scrolledBy = inputs.pointerState.scrolly
// accumulated number of presses/releases since the last tick
var fwdPresses = inputs.pressCount['move-fwd']
var fwdReleases = inputs.releaseCount['move-fwd']
// calling tick() zeroes out cumulative mouse/scroll/press/release values
inputs.tick()
}
// you can optionally filter events before they occur - e.g. if you want
// keyboard events not to fire if control keys are pressed
inputs.filterEvents = (ev, bindingName) => {
if (/^Key/.test(ev.code) && ev.ctrlKey) return false
return true
}
Here's the interactive demo.
npm install game-inputs
The various methods and properties are documented via doc comments, so in a modern editor you should hopefully see them as tooltips.
Otherwise, please see the source ;)
- When you specify a
domElement
, this module will only track pointer inputs (movement, clicks, and scrolls) inside that element. However keyboard inputs will be tracked globally at the document level. - If you don't specify a DOM element,
document
will be used. - For several reasons, this module doesn't call
preventDefault
orstopPropagation
on mouse or scroll events, even if those properties are set. If you want to prevent parts of your page from scrolling or panning, it's more performant to do so via CSS.
- On Mac
keyup
events never fire while the Command key is pressed (see here), so if the user pressescmd+A
it's impossible to detect whether theA
key gets released. There's no great way to work around this - this library errs on the side of avoiding phantom key inputs by emulating anup
for such key chords when the Command key is released.
0.8.0
Works around mac-only command key bug0.7.0
AddsfilterEvents()
0.6.0
Modernization pass - adopts real physical key codes, Pointer events (still fallback to mouse), etc. Also adds proper docs/types.
Breaking changes:- now an ES module exporting a named
class
, not a factory function - Key binding names now use KeyboardEvent.code strings (e.g.
KeyA
,Space
) - Bindings for mouse buttons are now
Mouse1
,Mouse2
.. - Mouse/scroll values (
dx,dy,scrollx,scrolly
) moved frominputs.state
toinputs.pointerState
- now an ES module exporting a named
0.5.0
Minor features and dependency updates0.3.0
Stable release
Made with 🍺 by Andy Hall.
License is ISC.
Originally modeled after game-shell, but probably doesn't resemble it much anymore.