Manages and handles all input controls for the game, including keyboard and gamepad interactions.

Remarks

This class is designed to centralize input management across the game. It facilitates the setup, configuration, and handling of all game inputs, making it easier to manage various input devices such as keyboards and gamepads. The class provides methods for setting up input devices, handling their events, and responding to changes in input state (e.g., button presses, releases).

The InputsController class also includes mechanisms to handle game focus events to ensure input states are correctly reset and managed when the game loses or regains focus, maintaining robust and responsive control handling throughout the game's lifecycle.

Key responsibilities include:

  • Initializing and configuring gamepad and keyboard controls.
  • Emitting events related to specific input actions.
  • Responding to external changes such as gamepad connection/disconnection.
  • Managing game state transitions in response to input events, particularly focus loss and recovery.

Usage of this class is intended to simplify input management across various parts of the game, providing a unified interface for all input-related interactions.

Constructors

  • Initializes a new instance of the game control system, setting up initial state and configurations.

    Parameters

    • scene: default

      The Phaser scene associated with this instance.

    Returns InputsController

    Remarks

    This constructor initializes the game control system with necessary setups for handling inputs. It prepares an interactions array indexed by button identifiers and configures default states for each button. Specific buttons like MENU and STATS are set not to repeat their actions. It concludes by calling the init method to complete the setup.

Properties

buttonKeys: Key[][]
buttonLock: Button
buttonLock2: Button
events: EventEmitter
gamepadSupport: boolean = true
gamepads: Gamepad[] = ...
interactions: Map<Button, Map<string, boolean>> = ...
scene: default
time: Clock

Methods

  • Deactivates all currently pressed keys and resets their interaction states.

    Returns void

    Remarks

    This method is used to reset the state of all buttons within the interactions dictionary, effectively deactivating any currently pressed keys. It performs the following actions:

    • Releases button locks for predefined buttons (buttonLock and buttonLock2), allowing them to be pressed again or properly re-initialized in future interactions.
    • Iterates over all possible button values obtained via Utils.getEnumValues(Button), and for each button:
      • Checks if the button is currently registered in the interactions dictionary.
      • Resets pressTime to null, indicating that there is no ongoing interaction.
      • Sets isPressed to false, marking the button as not currently active.
      • Clears the source field, removing the record of which device the button press came from.

    This method is typically called when needing to ensure that all inputs are neutralized.

  • Clears the last interaction for a specified button.

    Parameters

    • button: Button

      The button for which to clear the interaction.

    Returns void

    Remarks

    This method resets the interaction details of the button, allowing it to be processed as a new input when pressed again. If the button is not registered in the interactions dictionary, this method returns immediately, otherwise:

    • pressTime is cleared. This was previously storing the timestamp of when the button was initially pressed.
    • isPressed is set to false, indicating that the button is no longer being pressed.
    • source is set to null, which had been indicating the device from which the button input was originating.

    It releases the button lock, which prevents the button from being processed repeatedly until it's explicitly released.

  • Handles the 'down' event for gamepad buttons, emitting appropriate events and updating the interaction state.

    Parameters

    • pad: Gamepad

      The gamepad on which the button press occurred.

    • button: Button

      The button that was pressed.

    • value: number

      The value associated with the button press, typically indicating pressure or degree of activation.

    Returns void

    Remarks

    This method is triggered when a gamepad button is pressed. If gamepad support is enabled, it:

    • Retrieves the current gamepad action mapping.
    • Checks if the pressed button is mapped to a game action.
    • If mapped, emits an 'input_down' event with the controller type and button action, and updates the interaction of this button.
  • Handles the 'up' event for gamepad buttons, emitting appropriate events and clearing the interaction state.

    Parameters

    • pad: Gamepad

      The gamepad on which the button release occurred.

    • button: Button

      The button that was released.

    • value: number

      The value associated with the button release, typically indicating pressure or degree of deactivation.

    Returns void

    Remarks

    This method is triggered when a gamepad button is released. If gamepad support is enabled, it:

    • Retrieves the current gamepad action mapping.
    • Checks if the released button is mapped to a game action.
    • If mapped, emits an 'input_up' event with the controller type and button action, and clears the interaction for this button.
  • Retrieves the current gamepad mapping for in-game actions.

    Returns ActionGamepadMapping

    An object mapping gamepad buttons to in-game actions based on the player's current gamepad configuration.

    Remarks

    This method constructs a mapping of gamepad buttons to in-game action buttons according to the player's current gamepad configuration. If no configuration is available, it returns an empty mapping. The mapping includes directional controls, action buttons, and system commands among others, adjusted for any custom settings such as swapped action buttons.

  • Sets up event handlers and initializes gamepad and keyboard controls.

    Returns void

    Remarks

    This method configures event listeners for both gamepad and keyboard inputs. It handles gamepad connections/disconnections and button press events, and ensures keyboard controls are set up. Additionally, it manages the game's behavior when it loses focus to prevent unwanted game actions during this state.

  • Checks if a specific button is currently locked.

    Parameters

    • button: Button

      The button to check for a lock status.

    Returns boolean

    true if the button is either of the two potentially locked buttons (buttonLock or buttonLock2), otherwise false.

    Remarks

    This method is used to determine if a given button is currently prevented from being processed due to a lock. It checks against two separate lock variables, allowing for up to two buttons to be locked simultaneously.

  • Sets up event listeners for keyboard inputs on all registered keys.

    Returns void

    Remarks

    This method iterates over an array of keyboard button rows (this.buttonKeys), adding 'down' and 'up' event listeners for each key. These listeners handle key press and release actions respectively.

    • Key Down Event: When a key is pressed down, the method emits an 'input_down' event with the button and the source ('keyboard'). It also records the time and state of the key press by calling setLastProcessedMovementTime.

    • Key Up Event: When a key is released, the method emits an 'input_up' event similarly, specifying the button and source. It then clears the recorded press time and state by calling delLastProcessedMovementTime.

    This setup ensures that each key on the keyboard is monitored for press and release events, and that these events are properly communicated within the system.

  • Handles actions to take when the game loses focus, such as deactivating pressed keys.

    Returns void

    Remarks

    This method is triggered when the game or the browser tab loses focus. It ensures that any keys pressed are deactivated to prevent stuck keys affecting gameplay when the game is not active.

  • Maps a gamepad ID to a specific gamepad configuration based on the ID's characteristics.

    Parameters

    • id: string

      The gamepad ID string, typically representing a unique identifier for a gamepad model or make.

    Returns GamepadConfig

    A GamepadConfig object corresponding to the identified gamepad model.

    Remarks

    This function analyzes the provided gamepad ID and matches it to a predefined configuration based on known identifiers:

    • If the ID includes both '081f' and 'e401', it is identified as an unlicensed SNES gamepad.
    • If the ID contains 'xbox' and '360', it is identified as an Xbox 360 gamepad.
    • If the ID contains '054c', it is identified as a DualShock gamepad.
    • If the ID includes both '057e' and '2009', it is identified as a Pro controller gamepad. If no specific identifiers are recognized, a generic gamepad configuration is returned.
  • Refreshes and re-indexes the list of connected gamepads.

    Returns void

    Remarks

    This method updates the list of gamepads to exclude any that are undefined. It corrects the index of each gamepad to account for any previously undefined entries, ensuring that all gamepads are properly indexed and can be accurately referenced within the game.

  • Releases a lock on a specific button, allowing it to be processed again.

    Parameters

    • button: Button

      The button whose lock is to be released.

    Returns void

    Remarks

    This method checks both lock variables (buttonLock and buttonLock2). If either lock matches the specified button, that lock is cleared. This action frees the button to be processed again, ensuring it can respond to new inputs.

  • repeatInputDurationJustPassed returns true if

    Parameters

    • button: Button

      has been held down long enough to fire a repeated input. A button must claim the buttonLock before firing a repeated input - this is to prevent multiple buttons from firing repeatedly.

    Returns boolean

  • Sets a lock on a given button if it is not already locked.

    Parameters

    • button: Button

      The button to lock.

    Returns void

    Remarks

    This method ensures that a button is not processed multiple times inadvertently. It checks if the button is already locked by either of the two lock variables (buttonLock or buttonLock2). If not, it locks the button using the first available lock variable. This mechanism allows for up to two buttons to be locked at the same time.

  • Enables or disables support for gamepad input.

    Parameters

    • value: boolean

      A boolean indicating whether gamepad support should be enabled (true) or disabled (false).

    Returns void

    Remarks

    This method toggles gamepad support. If disabled, it also ensures that all currently pressed gamepad buttons are deactivated to avoid stuck inputs.

  • This method updates the interaction state to reflect that the button is pressed.

    Parameters

    • button: Button

      The button for which to set the interaction.

    • source: String = "keyboard"

      The source of the input (defaults to 'keyboard'). This helps identify the origin of the input, especially useful in environments with multiple input devices.

    Returns void

    Remarks

    This method is responsible for updating the interaction state of a button within the interactions dictionary. If the button is not already registered, this method returns immediately. When invoked, it performs the following updates:

    • pressTime: Sets this to the current time, representing when the button was initially pressed.
    • isPressed: Marks the button as currently being pressed.
    • source: Identifies the source device of the input, which can vary across different hardware (e.g., keyboard, gamepad).

    Additionally, this method locks the button (by calling setButtonLock) to prevent it from being re-processed until it is released, ensuring that each press is handled distinctly.

  • Configures a gamepad for use based on its device ID.

    Parameters

    • thisGamepad: Gamepad

      The gamepad to set up.

    Returns void

    Remarks

    This method initializes a gamepad by mapping its ID to a predefined configuration. It updates the player's gamepad mapping based on the identified configuration, ensuring that the gamepad controls are correctly mapped to in-game actions.

  • Configures keyboard controls for the game, mapping physical keys to game actions.

    Returns void

    Remarks

    This method sets up keyboard bindings for game controls using Phaser's KeyCodes. Each game action, represented by a button in the Button enum, is associated with one or more physical keys. For example, movement actions (up, down, left, right) are mapped to both arrow keys and WASD keys. Actions such as submit, cancel, and other game-specific functions are mapped to appropriate keys like Enter, Space, etc.

    The method does the following:

    • Defines a keyConfig object that associates each Button enum value with an array of KeyCodes.
    • Iterates over all values of the Button enum to set up these key bindings within the Phaser game scene.
    • For each button, it adds the respective keys to the game's input system and stores them in this.buttonKeys.
    • Additional configurations for mobile or alternative input schemes are stored in mobileKeyConfig.

    Post-setup, it initializes touch controls (if applicable) and starts listening for keyboard inputs using listenInputKeyboard, ensuring that all configured keys are actively monitored for player interactions.

  • Updates the interaction handling by processing input states. This method gives priority to certain buttons by reversing the order in which they are checked.

    Returns void

    Remarks

    The method iterates over all possible buttons, checking for specific conditions such as:

    • If the button is registered in the interactions dictionary.
    • If the button has been held down long enough.
    • If the button is currently pressed.

    Special handling is applied if gamepad support is disabled but a gamepad source is still triggering inputs, preventing potential infinite loops by removing the last processed movement time for the button.