Class: InputManager

InputManager()

new InputManager()

Central hub for input. Manages keyboard and mouse sub-modules, and handles abstract input actions mapped to physical keys. Call `initialize(canvas)` once, then `update()` once per game frame.
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Methods

defineAction(actionName, bindings)

Defines an action and maps it to one or more input bindings.
Parameters:
Name Type Description
actionName string The unique name for the action (e.g., "moveUp", "fire").
bindings Array.<InputBinding> An array of binding objects.
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destroy()

Cleans up event listeners and all input states from sub-modules.
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getActionValue(actionName) → {number}

Gets the analog value of an action (e.g., from an axis or trigger). Typically ranges from 0 to 1.
Parameters:
Name Type Description
actionName string The name of the action.
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Returns:
Type
number

initialize(canvasElement, engine)

Initializes the InputManager and its sub-modules (Keyboard, Mouse, Gamepad).
Parameters:
Name Type Default Description
canvasElement HTMLCanvasElement The game canvas element (required for Mouse).
engine null
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update()

Updates all input modules and polls all bindings to update action states. Should be called once per game loop frame by the engine.
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