A core class which handles receiving player input and interpreting it into game actions.

Constructor

new(name:String, ?scheme:KeyboardScheme)

Variables

read onlyACCEPT:Bool

read onlyACCEPT_P:Bool

read onlyACCEPT_R:Bool

read onlyBACK:Bool

read onlyBACK_P:Bool

read onlyBACK_R:Bool

read onlyCUTSCENE_ADVANCE:Bool

read onlyDEBUG_CHART:Bool

read onlyDEBUG_DISPLAY:Bool

read onlyDEBUG_MENU:Bool

read onlyDEBUG_STAGE:Bool

read onlyFREEPLAY_CHAR_SELECT:Bool

read onlyFREEPLAY_FAVORITE:Bool

read onlyFREEPLAY_JUMP_TO_TOP:Bool

read onlyFREEPLAY_LEFT:Bool

read onlyFREEPLAY_RIGHT:Bool

read onlyNOTE_DOWN:Bool

read onlyNOTE_DOWN_P:Bool

read onlyNOTE_DOWN_R:Bool

read onlyNOTE_LEFT:Bool

read onlyNOTE_LEFT_P:Bool

read onlyNOTE_LEFT_R:Bool

read onlyNOTE_RIGHT:Bool

read onlyNOTE_RIGHT_P:Bool

read onlyNOTE_RIGHT_R:Bool

read onlyNOTE_UP:Bool

read onlyNOTE_UP_P:Bool

read onlyNOTE_UP_R:Bool

read onlyPAUSE:Bool

read onlyPAUSE_P:Bool

read onlyPAUSE_R:Bool

read onlyRESET:Bool

read onlyRESET_P:Bool

read onlyRESET_R:Bool

read onlyUI_DOWN:Bool

read onlyUI_DOWN_P:Bool

read onlyUI_DOWN_R:Bool

read onlyUI_LEFT:Bool

read onlyUI_LEFT_P:Bool

read onlyUI_LEFT_R:Bool

read onlyUI_RIGHT:Bool

read onlyUI_RIGHT_P:Bool

read onlyUI_RIGHT_R:Bool

read onlyUI_UP:Bool

read onlyUI_UP_P:Bool

read onlyUI_UP_R:Bool

read onlyVOLUME_DOWN:Bool

read onlyVOLUME_MUTE:Bool

read onlyVOLUME_UP:Bool

read onlyWINDOW_FULLSCREEN:Bool

read onlyWINDOW_SCREENSHOT:Bool

@:value([])gamepadsAdded:Array<Int> = []

@:value(KeyboardScheme.None)keyboardScheme:KeyboardScheme = KeyboardScheme.None

Methods

addDefaultGamepad(id:Int):Void

addGamepadWithSaveData(id:Int, ?padData:Dynamic):Void

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

@:value({ gamepadOnly : false, trigger : JUST_PRESSED })check(name:Action, trigger:FlxInputState = JUST_PRESSED, gamepadOnly:Bool = false):Bool

copyFrom(controls:Controls, ?device:Device):Void

inlinecopyTo(controls:Controls, ?device:Device):Void

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.

@:value({ ignoreSurrounding : false })getDialogueName(action:FlxActionDigital, ignoreSurrounding:Bool = false):String

@:value({ ignoreSurrounding : false })getDialogueNameFromControl(control:Control, ignoreSurrounding:Bool = false):String

@:value({ ignoreSurrounding : false })getDialogueNameFromToken(token:String, ignoreSurrounding:Bool = false):String

getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>

@:value({ deviceID : FlxInputDeviceID.ALL })removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void

replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int):Void

@:value({ reset : true })setKeyboardScheme(scheme:KeyboardScheme, reset:Bool = true):Void

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

Inherited Variables

Defined by FlxActionSet

@:value(true)active:Bool = true

Whether this action set runs when update() is called

read onlyanalogActions:Array<FlxActionAnalog>

Analog actions in this set

read onlydigitalActions:Array<FlxActionDigital>

Digital actions in this set

@:value("")read onlyname:String = ""

Name of the action set

Inherited Methods

Defined by FlxActionSet

add(Action:FlxAction):Bool

@:value({ Attach : true })attachSteamController(Handle:Int, Attach:Bool = true):Void

Automatically adds or removes inputs for a steam controller to any steam-affiliated actions

Parameters:

Handle

steam controller handle from FlxSteam.getConnectedControllers(), or FlxInputDeviceID.FIRST_ACTIVE / ALL

Attach

true: adds inputs, false: removes inputs

destroy():Void

@:value({ Destroy : true })remove(Action:FlxAction, Destroy:Bool = true):Bool

Remove an action from this set

Parameters:

Action

a FlxAction

Destroy

whether to destroy it as well

Returns:

whether it was found and removed

toJson():String