npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

@rbxts/clack

v3.1.1

Published

User input helper classes

Downloads

83

Readme

Clack

User input helper classes.

Examples

Below are examples of the input classes. The examples are not an exhaustive list of the APIs available.

Preferred Input

The preferred input is based on the last input the user has made. Because players can change their desired input during gameplay, it is helpful to watch for these changes in order to help direct the player in the best way possible.

For instance, if there are UI elements that show the player the control schema for the game, using observePreferredInput can be used to dynamically change this display if the user switches between using a gamepad and using a mouse/keyboard.

const prefer = new Prefer();

print(`Preferred: ${tostring(prefer.getPreferredInput())}`);

prefer.observePreferredInput((preferred) => {
	print(`Preferred: ${tostring(preferred)}`);
	if (preferred === Clack.InputType.MouseKeyboard) {
		print("Prefer mouse and keyboard");
	} else if (preferred === Clack.InputType.Touch) {
		print("Prefer touch");
	} else if (preferred === Clack.InputType.Gamepad) {
		print("Prefer gamepad");
	}
});

Mouse

Watch for mouse input.

const mouse = new Mouse();

mouse.getButtonDownSignal(Enum.UserInputType.MouseButton1).Connect((position) => {
	print("Left button down", position);
});

print(mouse.getPosition());

const result = mouse.raycast(new RaycastParams());

Keyboard

Watch for keyboard input.

const keyboard = new Keyboard();

keyboard.keyDown.Connect((keyCode) => {
	print(`Key down: ${tostring(keyCode)}`);
});

keyboard.keyUp.Connect((keyCode) => {
	print(`Key up: ${tostring(keyCode)}`);
});

print("W down", keyboard.isKeyDown(Enum.KeyCode.W));

print("CTRL+S", keyboard.isKeyComboDown(Enum.KeyCode.LeftControl, Enum.KeyCode.S));

print("Forward", keyboard.isEitherKeyDown(Enum.KeyCode.W, Enum.KeyCode.Up));

Gamepad

Watch for gamepad input.

const gamepad = new Gamepad();

gamepad.buttonDown.Connect((button) => {
	print(`Button down: ${tostring(button)}`);
});

gamepad.setMotor(Enum.VibrationMotor.Large, 1);
gamepad.stopMotor(Enum.VibrationMotor.Large);
gamepad.pulseMotor(Enum.VibrationMotor.Large, 1, 0.2);

const leftThumbstickPos = gamepad.getThumbstick(Enum.KeyCode.Thumbstick1);
print(`Left thumbstick position: ${tostring(leftThumbstickPos)}`);

Touch

Watch for touch input.

const touch = new Touch();

touch.getTouchTapSignal().Connect((touchPositions, processed) => {
	print("Touched");
});