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A Lightweight 2D game engine using WebGL2. The engine is designed on the focus of creating a bridge between creating and publishing games to the Seed Network as modules.

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data-ice="doc"><a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#manager">manager</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/AudioManager.js~_AudioManager.html">_AudioManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/DOMManager.js~_DOMManager.html">_DOMManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/EngineManager.js~_EngineManager.html">_EngineManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/InputManager.js~_InputManager.html">_InputManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/Manager.js~Manager.html">Manager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/PersistentManager.js~_PersistentManager.html">_PersistentManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/PhysicsManager.js~_PhysicsManager.html">_PhysicsManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/ProgramManager.js~_ProgramManager.html">_ProgramManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/RenderManager.js~_RenderManager.html">_RenderManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/SceneManager.js~_SceneManager.html">_SceneManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/TextureManager.js~_TextureManager.html">_TextureManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/UIManager.js~_UIManager.html">_UIManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/manager/UpdateableManager.js~_UpdateableManager.html">_UpdateableManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-AudioManager">AudioManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-DOMManager">DOMManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-EngineManager">EngineManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-InputManager">InputManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-PersistentManager">PersistentManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-PhysicsManager">PhysicsManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-ProgramManager">ProgramManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-RenderManager">RenderManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-SceneManager">SceneManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-TextureManager">TextureManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-UIManager">UIManager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-UpdateableManager">UpdateableManager</a></span></span></li> <li data-ice="doc"><a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#object">object</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/object/GameObject.js~GameObject.html">GameObject</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/object/PersistentObject.js~PersistentObject.html">PersistentObject</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/object/SceneObject.js~SceneObject.html">SceneObject</a></span></span></li> <li data-ice="doc"><a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#prefab-ui">prefab/ui</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/prefab/ui/UIButton.js~UIButton.html">UIButton</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/prefab/ui/UIElement.js~UIElement.html">UIElement</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/prefab/ui/UIPanel.js~UIPanel.html">UIPanel</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/prefab/ui/UIText.js~UIText.html">UIText</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/prefab/ui/UITextInput.js~UITextInput.html">UITextInput</a></span></span></li> <li data-ice="doc"><a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#render">render</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/render/Viewport.js~Viewport.html">Viewport</a></span></span></li> <li data-ice="doc"><a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#render-webgl">render/WebGL</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/render/WebGL/Matrix.js~Matrix.html">Matrix</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/render/WebGL/Matrix3.js~Matrix3.html">Matrix3</a></span></span></li> <li data-ice="doc"><a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#scene">scene</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/scene/BasicScene.js~BasicScene.html">BasicScene</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/scene/Scene.js~Scene.html">Scene</a></span></span></li> <li data-ice="doc"><a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#utils">utils</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/utils/Loader.js~Loader.html">Loader</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/src/utils/Messager.js~Messager.html">Messager</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-degToRad">degToRad</a></span></span></li> <li data-ice="doc"><span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-radToDeg">radToDeg</a></span></span></li> </ul> </div> </nav> <div class="content" data-ice="content"><h1 data-ice="title">src/manager/InputManager.js</h1> <pre class="source-code line-number raw-source-code"><code class="prettyprint linenums" data-ice="content">import Manager from &apos;./Manager&apos;; import DOMManager from &apos;./DOMManager&apos;; import Messager from &apos;../utils/Messager&apos;; import KeyCode from &apos;../const/KeyCode&apos;; import { SceneManager, Point } from &apos;../entry&apos;; /** * A manager class intended to manage the javascript callback associated with the DOM. * The InputManager filters general DOM events such as key down, key up, left and right click. * The manager sorts events into referenceable lists for components to reference each game tick. * * In result, the InputManager creates a bridge between the DOM and Engine. Components should use the * `is` functions to determine if a specific character is down for that game tick. * * If you want to listen to all characters, for example a textbox input, use events instead. To listen to events, * use InputManager.events to access the event. Events are defined in InputManager.EVENT. See Messager.js for more info * on listening to events. */ export class _InputManager extends Manager { /** * Constructor. Initializes Messager, event definitons, and * key and mouse states. */ constructor() { super(); this.events = new Messager(); this.EVENT = { LEFT_PRESSED: &apos;mouseLeftPressed&apos;, LEFT_RELEASED: &apos;mouseLeftReleased&apos;, RIGHT_PRESSED: &apos;mouseRightPressed&apos;, RIGHT_RELEASED: &apos;mouseRightReleased&apos;, MOUSE_MOVE: &apos;mouseMove&apos;, KEY_DOWN: &apos;keyDown&apos;, KEY_UP: &apos;keyUp&apos;, KEY: &apos;keyDownRepeat&apos;, }; this.KEY_DOWN = []; this.KEY_PRESSED = []; this.KEY_UP = []; this.LEFT_PRESSED = []; this.LEFT_RELEASED = []; this.RIGHT_PRESSED = []; this.RIGHT_RELEASED = []; const AllKeys = 256; for (let i = 0; i &lt; AllKeys; i++) { this.KEY_DOWN[i] = false; this.KEY_PRESSED[i] = false; this.KEY_UP[i] = false; } } /** * Returns true if the key represented by this KeyCode is pressed down on * this game tick. Does not repeat each game tick. Must be released to re-trigger. * The `isKeyPressed()` will also return true when this function does. * * @param {KeyCode} KeyCode Keycode enum which represents a character by number. * * @returns {boolean} Is this key down. */ isKeyDown(KeyCode) { return this.KEY_DOWN[KeyCode]; } /** * Returns true if the key represented by this KeyCode is held down on * this game tick. Repeats each game tick it is held down. * * @param {KeyCode} KeyCode Keycode enum which represents a character by number. * * @returns {boolean} Is this key pressed (held down). */ isKeyPressed(KeyCode) { return this.KEY_PRESSED[KeyCode]; } /** * Returns true if the key represented by this KeyCode is released on * this game tick. * * @param {KeyCode} KeyCode Keycode enum which represents a character by number. * * @returns {boolean} Is this key released. */ isKeyUp(KeyCode) { return this.KEY_UP[KeyCode]; } /** * Called by the EngineManager. Not intended to be referenced. * Sets up event listeners on the DOM. */ start() { DOMManager.canvas.addEventListener(&apos;mouseup&apos;, (ev) =&gt; { ev.preventDefault(); let event = { x: ev.offsetX * DOMManager.canvasDPIWidth, y: ev.offsetY * DOMManager.canvasDPIHeight, shiftHeld: ev.shiftKey, ctrlHeld: ev.ctrlKey, }; let curScene = SceneManager.getCurrentScene(); if (curScene != null) { for (let i = 0; i &lt; curScene.viewports.length; i++) { if (curScene.viewports[i].getBounds().isInBounds(new Point(event.x, event.y))) { let relEvent = Object.assign({}, event); relEvent.x -= curScene.viewports[i].getBounds().p1.x; relEvent.y -= curScene.viewports[i].getBounds().p1.y; if (ev.button == 0) { this.LEFT_RELEASED[i].push(relEvent); } else if (ev.button == 2) { this.RIGHT_RELEASED[i].push(relEvent); } } } } if (ev.button == 0) { this.events.set(this.EVENT.LEFT_RELEASED, event); } else if (ev.button == 2) { this.events.set(this.EVENT.RIGHT_RELEASED, event); } }) DOMManager.canvas.addEventListener(&apos;mousedown&apos;, (ev) =&gt; { ev.preventDefault(); let event = { x: ev.offsetX * DOMManager.canvasDPIWidth, y: ev.offsetY * DOMManager.canvasDPIHeight, shiftHeld: ev.shiftKey, ctrlHeld: ev.ctrlKey, }; let curScene = SceneManager.getCurrentScene(); if (curScene != null) { for (let i = 0; i &lt; curScene.viewports.length; i++) { if (curScene.viewports[i].getBounds().isInBounds(new Point(event.x, event.y))) { let relEvent = Object.assign({}, event); relEvent.x -= curScene.viewports[i].getBounds().p1.x; relEvent.y -= curScene.viewports[i].getBounds().p1.y; if (ev.button == 0) { this.LEFT_PRESSED[i].push(relEvent); } else if (ev.button == 2) { this.RIGHT_PRESSED[i].push(relEvent); } } } } if (ev.button == 0) { this.events.set(this.EVENT.LEFT_PRESSED, event); } else if (ev.button == 2) { this.events.set(this.EVENT.RIGHT_PRESSED, event); } }) DOMManager.canvas.addEventListener(&apos;mousemove&apos;, (ev) =&gt; { ev.preventDefault(); let event = { x: ev.offsetX * DOMManager.canvasDPIWidth, y: ev.offsetY * DOMManager.canvasDPIHeight, shiftHeld: ev.shiftKey, ctrlHeld: ev.ctrlKey, }; let curScene = SceneManager.getCurrentScene(); if (curScene != null) { for (let i = 0; i &lt; curScene.viewports.length; i++) { if (curScene.viewports[i].getBounds().isInBounds(new Point(event.x, event.y))) { event.x -= curScene.viewports[i].getBounds().p1.x; event.y -= curScene.viewports[i].getBounds().p1.y; event.viewport = i; break; } } } this.events.set(this.EVENT.MOUSE_MOVE, event); }) //right click manager DOMManager.canvas.oncontextmenu = (ev) =&gt; { ev.preventDefault(); }; //Key down manager document.addEventListener(&apos;keydown&apos;, (event) =&gt; { event.preventDefault(); let code = event.which || event.keyCode; this.KEY_PRESSED[code] = true; if (!event.repeat) { this.KEY_DOWN[code] = true; this.events.set(this.EVENT.KEY_DOWN, { key: event.key, code, shiftHeld: event.shiftKey, ctrlHeld: event.ctrlKey, repeat: event.repeat, }); } this.events.set(this.EVENT.KEY, { key: event.key, code, shiftHeld: event.shiftKey, ctrlHeld: event.ctrlKey, repeat: event.repeat, }); }); //Key up manager document.addEventListener(&apos;keyup&apos;, (event) =&gt; { event.preventDefault(); let code = event.which || event.keyCode; this.KEY_DOWN[code] = false; this.KEY_PRESSED[code] = false; this.KEY_UP[code] = true; this.events.set(this.EVENT.KEY_UP, { key: event.key, code, shiftHeld: event.shiftKey, ctrlHeld: event.ctrlKey, repeat: event.repeat, }); }); } /** * Managed by the EngineManager. Do not call directly. Updates character and mouse * inputs. */ update() { this.KEY_DOWN = []; this.KEY_UP = []; this.LEFT_PRESSED = []; this.LEFT_RELEASED = []; this.RIGHT_PRESSED = []; this.RIGHT_RELEASED = []; let scene = null; if ((scene = SceneManager.getCurrentScene()) == null) return; for (let i = 0; i &lt; scene.viewports.length; i++) { this.LEFT_PRESSED.push([]); this.LEFT_RELEASED.push([]); this.RIGHT_PRESSED.push([]); this.RIGHT_RELEASED.push([]); } } } /** * Singleton reference to the Input Manager. */ const InputManager = new _InputManager(); export default InputManager;</code></pre> </div> <footer class="footer"> Generated by <a href="https://esdoc.org">ESDoc<span data-ice="esdocVersion">(1.1.0)</span><img src="./image/esdoc-logo-mini-black.png"></a> </footer> <script src="script/search_index.js"></script> <script src="script/search.js"></script> <script src="script/pretty-print.js"></script> <script src="script/inherited-summary.js"></script> <script src="script/test-summary.js"></script> <script src="script/inner-link.js"></script> <script src="script/patch-for-local.js"></script> </body> </html>