INPUTS
Input handling (keyboard, mouse, controller).
Availability: Client-only
Methods
- disableDefault
- enableDefault
- freeMouse
- keyDown
- lockMouse
- mouseMovement
- mousePos
- mousePosOverlay
- unlockMouse
INPUTS.disableDefault
client
Disable sending default input to the server (client-side only)
Signature: action()
GAME.INPUTS.disableDefault();
INPUTS.enableDefault
client
Re-enable sending default input to the server (client-side only)
Signature: action()
GAME.INPUTS.enableDefault();
INPUTS.freeMouse
client
Release the mouse from pointer lock and enable free cursor
Signature: action()
GAME.INPUTS.freeMouse();
INPUTS.keyDown
client
Check if a specific key is currently pressed
Signature: bool action(num)
Parameters:
| Name | Type | Description |
|---|---|---|
keyCode | num | The key code to check |
Returns: bool - True if the key is pressed
bool result = GAME.INPUTS.keyDown(0);
INPUTS.lockMouse
client
Lock the mouse and re-enable game controls
Signature: action()
GAME.INPUTS.lockMouse();
INPUTS.mouseMovement
client
Get the mouse movement delta since last frame
Signature: obj action()
Returns: obj - Object with x and y movement values
obj result = GAME.INPUTS.mouseMovement();
INPUTS.mousePos
client
Get the current mouse position on screen
Signature: obj action()
Returns: obj - Object with x and y screen coordinates
obj result = GAME.INPUTS.mousePos();
INPUTS.mousePosOverlay
client
Get the mouse position relative to the overlay canvas
Signature: obj action()
Returns: obj - Object with x and y overlay coordinates
obj result = GAME.INPUTS.mousePosOverlay();
INPUTS.unlockMouse
client
Temporarily unlock the mouse and disable game controls
Signature: action()
GAME.INPUTS.unlockMouse();