new WASDController(renderer)
An WASD controller is a top-level way to control input.
This allows for a easier way to capture W, A, S, D keys.
This is mostly used to control movement, so with that
in mind, the keys pairs W and S can't have the same state
at the same time, the same goes for the pair A and D.
However it possible to have W with the same state as either
A or D, but not both. Again, the same goes for S.
If a key it's press, lets say W, and it's opposite is also
pressed, in this case S, the controller keeps the state that
indicated that W is pressed. But when the key W is lifted
up (key up event), the controller waits for the next event,
and S is not automatically press (for the controller).
Parameters:
Name | Type | Description |
---|---|---|
renderer |
Grape2D.Renderer | Renderer to bind the events. |
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Members
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<private> aLock :boolean
-
'A' key is locked/pressed.
Type:
- boolean
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<private> dLock :boolean
-
'D' key is locked/pressed.
Type:
- boolean
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<private> im :Grape2D.InputManager
-
Input manager.
Type:
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<private> sLock :boolean
-
'S' key is locked/pressed.
Type:
- boolean
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<private> wLock :boolean
-
'W' key is locked/pressed.
Type:
- boolean
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Methods
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a()
-
Action for the 'A' key.
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aUp()
-
Action for when the 'A' keys is released.
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d()
-
Action for the 'D' key.
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dUp()
-
Action for when the 'D' keys is released.
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isA() → {boolean}
-
Checks if the key 'A' is pressed.
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Returns:
True if it's pressed.- Type
- boolean
-
isD() → {boolean}
-
Checks if the key 'D' is pressed.
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Returns:
True if it's pressed.- Type
- boolean
-
isS() → {boolean}
-
Checks if the key 'S' is pressed.
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Returns:
True if it's pressed.- Type
- boolean
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isW() → {boolean}
-
Checks if the key 'W' is pressed.
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Returns:
True if it's pressed.- Type
- boolean
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s()
-
Action for the 'S' key.
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sUp()
-
Action for when the 'S' keys is released.
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w()
-
Action for the 'W' key.
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wUp()
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Action for when the 'W' keys is released.
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