pixi-input-map
v1.0.0
Published
Pixi Input Map is used to manage input actions which are named events tied to a key or mouse button.
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Pixi Input Map
Pixi Input Map is used to associate named actions with keyboard keys or mouse buttons. These actions, keys, and buttons can be checked if they're being used and they can also be simulated.
Note: Despite the name, this library doesn't require Pixi.
Install
npm install pixi-input-map
Usage
Pixi Input Map exports a singleton because there should only ever be once
instance of it since it attaches event listeners to the window
for the
keyboard and mouse.
Importing
There's currently one export, a class named PixiInputMap
. You can import it
like so:
import { PixiInputMap } from "pixi-input-map";
Creating the Instance
You should only ever have one instance of PixiInputMap
created because
otherwise, you'll set up multiple keyboard and mouse listeners that might
conflict with each other. So before using it, you should create the instance
in a place that can be imported into wherever you need it in your app.
export const inputMap = new PixiInputMap();
Starting the Listeners
Next, to start listening for events, you have to call the start
method:
pixiInputMap.start();
This is not automatic because you might not want to start listening to events right away. You can call this when your game starts or just whenever you're ready to start handling input.
Note: There's also a stop
method, which removes the event listeners and
cleans up the internal cache.
Using Actions
At this point, you can create an action with a name and the key/mouse button that triggers it.
pixiInputMap.addAction("jump", "Space");
Now, in your game loop, you can check for the action being used.
const gameLoop = (delta: number) => {
const isJumping = pixiInputMap.isActionPressed("jump");
};
Manually Triggering and Releasing Actions
You can also manually trigger actions without user input with the
actionPress
and actionRelease
methods.
Note: You'll have to call actionRelease
after actionPress
or else it
will behave as if the user is holding down the action.
pixiInputMap.addAction("jump", "Space");
pixiInputMap.actionPress("jump");
pixiInputMap.actionRelease("jump");
Checking If a Key or Mouse Button Is Pressed
Along with checking if actions are being used, you can also check if a specific key or mouse button is being pressed or not.
const isSpacePressed = pixiInputMap.isKeyPressed("Space");
const isLeftMouseButtonPressed = pixiInputMap.isMouseButtonPressed(0);
Checking If Anything Is Pressed**
You can also check to see if any key or mouse button is pressed. This could be useful in situations where you want to take an action if the user interacts with the game at all.
const isAnythingPressed = pixiInputMap.isAnythingPressed();
API
start
Starts listening for keyboard and mouse events.
Example
pixiInputMap.start();
stop
Stops listening for keyboard and mouse events and resets the internal cache.
Example
pixiInputMap.stop();
addAction
Adds an action with a keyboard key or mouse button that triggers the event.
| Param | Description | | ----- | ---------------------------------------------------------------- | | name | The name of the action, used when checking if it is used or not. | | key | The keyboard key or mouse button that triggers the event. |
Note: The param is named key
but it can be a keyboard key or mouse button.
They key should be taken from the MDN KeyboardEvent.key docs.
Mouse buttons will vary based on the mouse but general information can be found on the MDN MouseEvent.button docs.
Example
pixiInputMap.addAction("jump", "Space");
isActionPressed
Returns whether the action with the specified name is being used or not. This should be checked in your game loop.
| Param | Description | | ----- | ----------------------------------------------------- | | name | The name of the action to check if being used or not. |
Example
pixiInputMap.addAction("jump", "Space");
const gameLoop = () => {
const isJumping = pixiInputMap.isActionPressed("jump");
};
actionPress
Manually triggers an action. This is equivalent to the user pressing and holding the key or mouse button.
Note: You'll have to call actionRelease
to simulate the user releasing
the key or mouse button.
| Param | Description | | ----- | -------------------------------- | | name | The name of the action to press. |
Example
pixiInputMap.addAction("jump", "Space");
pixiInputMap.pressAction("jump");
actionRelease
Manually releases an action. This is equivalent to the user releasing the key or mouse button.
| Param | Description | | ----- | ---------------------------------- | | name | The name of the action to release. |
Example
pixiInputMap.addAction("jump", "Space");
pixiInputMap.pressAction("jump");
pixiInputMap.releaseAction("jump");
isKeyPressed
Returns whether the specified key is being used or not. This should be checked in your game loop.
| Param | Description | | ----- | ------------------------------- | | key | The key to check if being used. |
Example
const isSpacePressed = pixiInputMap.isKeyPressed("Space");
isMouseButtonPressed
Returns whether the specified mouse button is being used or not. This should be checked in your game loop.
| Param | Description | | ----------- | ---------------------------------------- | | mouseButton | The mouse button to check if being used. |
Example
const isLeftMouseButtonPressed = pixiInputMap.isMouseButtonPressed(0);
isAnythingPressed
Returns whether any key or mouse button is being used or not. This should be checked in your game loop.
Example
const isAnythingPressed = pixiInputMap.isAnythingPressed();