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    responsive-gamepad

    1.2.1 • Public • Published

    responsive-gamepad

    Build Status npm bundle size (minified) npm npm version GitHub

    Handle Keyboard, Gamepad, and Touch Controls in the browser under a single API, (< 5KB).

    Demo

    Table Of Contents

    Quick Start

    This is a quick Tl;DR on installing and using responsive-gamepad:

    1. npm install --save responsive-gamepad

    2. import { ResponsiveGamepad } from 'responsive-gamepad';

    3. ResponsiveGamepad.enable();

    4. ResponsiveGamepad.getState();

    Please see the Input Map section for what Responsive Gamepad Keys represent on a "Standard" Controller.

    Projects Using responsive-gamepad

    • WasmBoy - Gameboy / Gameboy Color Emulator written for Web Assembly using AssemblyScript.

    Instalation

    See the demo/index.js, for a proper usage, and touch input example

    npm install --save responsive-gamepad

    API

    Additional information/exports concerning can be found in the Input Map section.

    For user journeys, and common How-To use cases, see the design directory

    First, import the ResponsiveGamepad singleton service with:

    import ResponsiveGamepad from 'responsive-gamepad'

    ResponsiveGamepad

    Properties accessed from: ResponsiveGamepad.

    • getVersion(): string - Returns the current version of the lib.

    • enable(): void - Enables ResponsiveGamepad, and listens for events.

    • disable(): void - Removes all listeners from ResponsiveGamepad, and stops listening.

    • isEnabled(): boolean - Returns if ResponsiveGamepad is currently enabled.

    • addPlugin(myPlugin): function - Adds a plugin to be used with the lib. Returns a function to remove the added plugin.

    • getState(): ResponsiveGamepadState - Returns an object with the current state of ResponsiveGamepad. See the Demo and the Input Map.

    • onInputsChange(ArrayOfResponsiveGamepadInputs, callback): function - Function to listen for changes on the array of specified ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS, and calls a callback whenever they change. Returns a function to stop listening.

    • clearInputMap(): Remove all input mappings. Useful if you don't want (some of) the default input map.

    Keyboard

    Properties accessed from: ResponsiveGamepad.Keyboard.

    • enableIgnoreWhenInputElementFocused(): void - Enables ignoring ResponsiveGamepad Keyboard input when focused on form input type elements. Enabled by default.

    • disableIgnoreWhenInputElementFocused(): void - Disables the above.

    • enableIgnoreWhenModifierState(): void - Enables ignoring ResponsiveGamepad Keyboard input when a Modifier key is pressed. See KeyboardEvent.getModifierState() for more reference. Enabled by default.

    • disableIgnoreWhenModifierState(): void - Disables the above.

    • setKeysToResponsiveGamepadInput(ArrayOfKeyboardEventCodes, ResponsiveGamepadInput): void - Function used for modifying the input map. Takes and array of KeyboardEvent.code and a single ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS.

    Gamepad

    Properties accessed from: ResponsiveGamepad.Gamepad.

    • getState(PlayerIndex: number): GamepadState - Function that takes in a player index (0, 1, 2) from the connected gamepads. Returns a ResponsiveGamepad.getState() like Object. Can be used for multiplayer.

    • setGamepadButtonsToResponsiveGamepadInput(ArrayOfGamepadButtonIds, NonAxisResponsiveGamepadInput): void - Function used for modifying the input map. Takes and array of Gamepad Button Ids and a single ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS.

    • setGamepadAxisToResponsiveGamepadInput(GamepadAxisIds, AxisResponsiveGamepadInput): void - Function used for modifying the input map. Takes a single Gamepad Axis Id and a single ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS.

    TouchInput

    Properties accessed from: ResponsiveGamepad.TouchInput.

    The functions that add inputs to the ResponsiveGamepad have additional functionality outside of what is shown below. When inputs are added, they will have styles applied to help with them being touchable. Also, When the touch input becomes active, it will add the CSS class active to the element.

    • addButtonInput(HTMLElement, ResponsiveGamepadInput): void - Function that takes in a HTML Element (e.g document.getElementById), and a ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS. Will add the element as an interactive button for the ResponsiveGamepad.

    • addDpadInput(HTMLElement, configurationObject): void - Function that takes in a HTML Element (e.g document.getElementById), and a configurationObject. Will add the element as an interactive dpad for the DPAD_UP, DPAD_RIGHT, DPAD_LEFT, and DPAD_DOWN inputs. The configuration object is outilined below:

    const configurationObject = {
      allowMultipleDirections: false // False by default. This will allow for multiple directions (diagonal) inputs.
    }
    
    • addLeftAnalogInput(HTMLElement): void - Function that takes in a HTML Element (e.g document.getElementById). Will add the element as an interactive virtual joystick for the LEFT_ANALOG_HORIZONTAL_AXIS, LEFT_ANALOG_VERTICAL_AXIS, LEFT_ANALOG_UP, LEFT_ANALOG_RIGHT, LEFT_ANALOG_DOWN, LEFT_ANALOG_LEFT inputs.

    • addRightAnalogInput(HTMLElement): void - Function that takes in a HTML Element (e.g document.getElementById). Will add the element as an interactive virtual joystick for the RIGHT_ANALOG_HORIZONTAL_AXIS, RIGHT_ANALOG_VERTICAL_AXIS, RIGHT_ANALOG_UP, RIGHT_ANALOG_RIGHT, RIGHT_ANALOG_DOWN, RIGHT_ANALOG_LEFT inputs.

    Input Map

    The default input map is based on the "Standard" controller. Here is a modified image from the w3c gamepad draft on how it correlates to the default input map:

    Note: The X in something like INPUT_X represents one of the many directions or axis it represents

    Standard Controller Diagram

    To see how the keyboard relates to the input map, please see the default input map. The library uses KeyBoardEvent.code to denote all of it's keyboard keys.

    Plugins

    Plugins allow for modifying the output from getState(). Which can allow for functionality like:

    • Merging multiple inputs into one

    • Adding additional keys for something like another input source.

    • Etc...

    responsive-gamepad Plugins should follow the rollup plugin conventions:

    • Plugins should have a clear name with responsive-gamepad-plugin- prefix.

    • Include rollup-plugin keyword in package.json.

    • Document your plugin in English.

    How to build plugins

    For and example, see the demo ExamplePlugin.

    Plugins are simply functions that return an object. See the following example, for what functions the return object could have:

    export default function ReadmePlugin() {
      return {
        onAddPlugin: () => {
          // Called when the plugin is added with: 'ResponsiveGamepad.addPlugin()'
        },
        onGetState: (CurrentResponsiveGamepadState) => {
          // Called whenever 'ResponsiveGamepad.getState()' is called.
          return CurrentResponsiveGamepadState
        }
      }
    }
    

    Featured Plugins

    Open a PR to have your plugin featured here!

    Contributing

    Feel free to fork the project, open up a PR, and give any contributions! I'd suggest opening an issue first however, just so everyone is aware and can discuss the proposed changes.

    Installation

    Just your standard node app. Install Node with nvm, git clone the project, and npm install, and you should be good to go!

    CLI Commands / Npm Scripts

    # Command to serve the demo/lib and watch for changes (No livereload) 
    npm start
     
    # Alias for npm start 
    npm run dev
     
    # Build the library and demo souce 
    npm run build

    LICENSE

    LICENSE under Apache 2.0

    Other Notes

    Install

    npm i responsive-gamepad

    DownloadsWeekly Downloads

    11

    Version

    1.2.1

    License

    Apache-2.0

    Unpacked Size

    111 kB

    Total Files

    7

    Last publish

    Collaborators

    • torch2424