A core class which handles receiving player input and interpreting it into game actions.
Constructor
Variables
Methods
bindButtons(control:Control, id:Int, buttons:Array<FlxGamepadInputID>):Void
Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this
bindKeys(control:Control, keys:Array<FlxKey>):Void
Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this
createSaveData(device:Device):Dynamic
NOTE: When saving controls: An EMPTY array means the control is uninitialized and needs to be reset to default. An array with a single FlxKey.NONE means the control was intentionally unbound by the user.
fromSaveData(data:Dynamic, device:Device):Void
NOTE: When loading controls: An EMPTY array means the control is uninitialized and needs to be reset to default. An array with a single FlxKey.NONE means the control was intentionally unbound by the user.
unbindButtons(control:Control, gamepadID:Int, buttons:Array<FlxGamepadInputID>):Void
Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this
unbindKeys(control:Control, keys:Array<FlxKey>):Void
Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this