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manette-js

v0.0.2

Published

[![Node.js CI](https://github.com/DavidPeicho/manette-js/actions/workflows/node.js.yml/badge.svg)](https://github.com/DavidPeicho/manette-js/actions/workflows/node.js.yml)

Downloads

2

Readme

manette-js

Node.js CI

Manette (\ma.nɛt\) is an action mapping library for JavaScript.

🚧 manette-js is released as a beta until the API is stabilized 🚧

Features:

  • Supported devices:
    • ⌨️ Keyboard
    • 🖱 Mouse
    • 🎮 XR Gamepad (MetaQuest, etc..)
  • Interactions:
    • Down: Triggered each frame until released
    • Press: Triggered once upon press
    • LongPress: Triggered once after a time threshold

Getting started:

Install

Using npm:

npm i manette-js

Using yarn:

yarn add manette-js

Usage Example

import {
    BooleanAction,
    Axis2dAction,
    ActionManager,
    BooleanMapping,
    EmulatedAxis2dMapping,
    KeyboardDevice,
    MouseDevice,
    XRDevice,
    Handedness,
} from 'manette-js';

// Player performs a fire action.
const fire = new BooleanAction();
// Player performs a move action (forward / backward / left / right).
const move = new Axis2dAction();

// Create devices: One mouse, one keyboard, and two gamepads (one per controller).
const mouse = new MouseDevice('mouse');
const keyboard = new MouseDevice('keyboard');
const rightGamepad = new XRDevice('right', Handedness.Right);
const leftGamepad = new XRDevice('left', Handedness.Left);

const manager = new ActionManager();

// Player can fire either with the mouse, or the right controller.
manager.add(fire, [
    new BooleanMapping(mouse, MouseBinding.Primary),
    new BooleanMapping(rightGamepad, XRButtonBinding.Trigger),
], new PressTrigger());

manager.add(move, [
    // WASD mapping to the value: [-1; 1].
    new EmulatedAxis2dMapping(keyboard, {
        maxY: KeyboardBinding.KeyW,
        minX: KeyboardBinding.KeyA,
        minY: KeyboardBinding.KeyS,
        maxX: KeyboardBinding.KeyD,
    }),
    // Player moves with the left controller joystick.
    new Axis2dMapping(leftGamepad, XRAxisBinding.Joystick)
]);

fire.completed.add(() => console.log('Pew!'));

let previousTime = performance.now();
function animate() {
    const dt = performance.now() - previousTime;
    // XR controllers need to be updated once per frame,
    // at the opposite of the keyboard and mouse ones.
    rightGamepad.update(dt);
    leftGamepad.update(dt);
    window.requestAnimationFrame(animate);
}
animate();

ToDo

  • [X] Overridable trigger
  • [ ] Serialization & Deserialization of the action manager state
  • [ ] Touch support

Attributions

  • Thanks to Dazzle UI for the SVG icons used in the example.