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Stanton","url":"https://sleepyada.com"},"license":"MIT","homepage":"https://github.com/garystanton/phaser3-merged-input#readme","keywords":["phaser","phaser-plugin","phaser3","phaser3-plugin","phaser3-gamepad","gamepad"],"repository":{"type":"git","url":"git+https://github.com/garystanton/phaser3-merged-input.git"},"description":"A Phaser 3 plugin to handle input from keyboard, gamepad & mouse, allowing for easy key definition and multiplayer input","maintainers":[{"name":"garystanton","email":"gary@simianenterprises.co.uk"}],"readme":"# Merged input plugin for Phaser 3\nA Phaser 3 plugin to map input from keyboard, gamepad & mouse to player actions.\n\nThe merged input plugin listens to input from keyboard, connected gamepads and the mouse pointer, updating ‘player’ objects that you may interrogate instead of writing separate input handlers in your game.\nEach player object contains direction and button actions. These are updated by the corresponding gamepad input, as well as any keys that you assign to the action.\n\n## Benefits \n. Single place to handle all your input.  \n. Keyboard, Gamepad & Mouse input is amalgamated.  \n. Handle input for multiple player objects to easily create multiplayer games.  \n. Assign and reassign keys to actions for each player, allowing for ‘redefine keys’ function.  \n. Assign multiple keys to a single action.  \n. Interrogate current state of all buttons.  \n. Global events emitted on button down/up.  \n· (v1.7.0) Plugin specific events for button/keyboard/mouse presses, as well as device changes  \n. Check for gamepad button presses (i.e. ‘justDown()’ functionality for gamepads)  \n. Check the last device type used for interaction.  \n· (v1.4.0) Button mapping to consistent names such as 'RC_X' for the right cluster of buttons  \n· (v1.4.0) Normalising of gamepad devices, including generating dpad events for gamepads that map them as axis internally  \n· (v1.8.0) 'ButtonCombos' mimic Phaser's 'KeyCombo' functionality for gamepads.  \n· (v1.10.0) Precice analogue, or snap to 4/8/16/32 directions with analogue stick or mouse pointer.\n\n## Installation\n\n```\nnpm install phaser3-merged-input\n```\n\nThen you can either add the plugin to Phaser 3's global configuration:\n\n```javascript\nconst config = {\n    plugins: {\n        scene: [\n            {\n                key: \"mergedInput\",\n                plugin: MergedInput,\n                mapping: \"mergedInput\",\n            },\n        ],\n    }\n};\n```\n\nOr using a scene's local configuration:\n\n```javascript\nclass InputController extends Phaser.Scene {\n    preload() {\n        this.load.scenePlugin('mergedInput', MergedInput);\n    }\n```\n  \n\n### TypeScript\n\nIf you're using TypeScript, you will also need to add a class member to the scene so TypeScript knows how to type it.\n\n**Example**:\n\n```typescript\nclass InputController extends Phaser.Scene {\n    private mergedInput?: MergedInput;\n```\n\nIf you're using the Phaser global config for the plugin, the member name **must** have the same name as the value the `mapping` property specified in the Phaser configuration above, or the plugin won't work.\n\nIf you're using the scene local plugin, the member name **must** match the key specified in `scenePlugin(key, ...)`.    \n\n---\n\n## Setup\nSet up a player object for each player in your game with `addPlayer()`.\nThen assign keys to each action with the `defineKey()` function, e.g.\n```javascript\nvar player1 = mergedInput.addPlayer(0);\nmergedInput.defineKey(0, 'UP', 'W')\n    .defineKey(0, 'DOWN', 'S')\n    .defineKey(0, 'LEFT', 'A')\n    .defineKey(0, 'RIGHT', 'D')\n    .defineKey(0, 'B0', 'U')\n    .defineKey(0, 'B1', 'I')\n    .defineKey(0, 'B2', 'O')\n    .defineKey(0, 'B3', 'P')\n\nvar player2 = mergedInput.addPlayer(1);\nmergedInput.defineKey(1, 'UP', 'UP')\n    .defineKey(1, 'DOWN', 'DOWN')\n    .defineKey(1, 'LEFT', 'LEFT')\n    .defineKey(1, 'RIGHT', 'RIGHT')\n    .defineKey(1, 'B0', 'NUMPAD_0')\n    .defineKey(1, 'B1', 'NUMPAD_1')\n    .defineKey(1, 'B2', 'NUMPAD_2')\n    .defineKey(1, 'B3', 'NUMPAD_3')\n```\n\n### NEW in v1.4.0\nYou may now choose to use 'mapped button names' to define keys, instead of button numbers.\nThe plugin will attempt to map each button to the corresponding number, depending on the type of joypad entered.\nSo, instead of using B0, which is the 'A' button on an Xbox controller, but the 'B' button on an 8-bit Do controller, and the 'X' button on a GeeekPi controller, you can now use 'RC_S' for 'Right cluster: South' - for a more consistent approach.\n```javascript\n    var player1 = mergedInput.addPlayer(0);\n    mergedInput.defineKey(0, 'UP', 'W')\n        .defineKey(0, 'DOWN', 'S')\n        .defineKey(0, 'LEFT', 'A')\n        .defineKey(0, 'RIGHT', 'D')\n        .defineKey(0, 'RC_S', 'U')\n        .defineKey(0, 'RC_E', 'I')\n        .defineKey(0, 'RC_W', 'O')\n        .defineKey(0, 'RC_N', 'P')\n```\n\nThen, interrogate your player objects to check for the state of the _action_, rather than the key, e.g.\n```javascript\n    if(player1.direction.DOWN) {\n        // Move your player down. This will remain true for as long as the down button is depressed.\n    }\n\n    if(player2.buttons.B0 > 0) {\n        // Player two is pressing the first button. This will remain true for as long as B0 is depressed.\n    }\n\n    if(player1.buttons_mapped.RC_W > 0) {\n        // Player one is pressing left button in the right cluster. This will remain true for as long as the button is depressed.\n    }\n\n    if(player1.buttons_mapped.START > 0) {\n        // Player one is pressing what the plugin considers to be the 'start' button - depending on the controller config.\n    }\n\n    if(player1.interaction.device == 'gamepad') {\n        // Player one is using a gamepad, you may wish to update your prompts accordingly.\n    }\n\n    if (['B8', 'B9', 'B0'].filter(x => player1.interaction.pressed.includes(x)).length) {\n        // Player one has just pressed one of the following buttons - B8, B9 or B0.\n        // The 'pressed' interaction flag differs from interrogating the buttons directly. It will contain the button(s) pressed for a single update tick, as it happens.\n        // Here we're comparing an array of button names to the array of buttons pressed in the step.\n    }\n\n    // NEW in v1.6.0\n    if (player1.interaction.isPressed(['RC_S', 'LC_E'])) {\n        // Player one has just pressed one of the following buttons - Right cluster: South or Left cluster (DPad): East.\n        // Instead of comparing arrays directly as above, we're using the included helper function here, which will return any matching buttons that were pressed in this update step.\n    }\n\n    // NEW in v1.10.0 - Precise analog input\n    if (player1.direction.ANGLE !== null) {\n        // Use precise angle for smooth rotation (angle in radians)\n        playerSprite.rotation = player1.direction.ANGLE;\n    }\n\n    // Get exact degrees for movement calculations\n    if (player1.direction.DEGREES !== -1) {\n        let radians = Phaser.Math.DegToRad(player1.direction.DEGREES);\n        let speed = 5;\n        playerSprite.x += Math.cos(radians) * speed;\n        playerSprite.y += Math.sin(radians) * speed;\n    }\n\n    // Use analog values for variable movement speed\n    let moveSpeed = Math.max(player1.direction.UP, player1.direction.DOWN, \n                            player1.direction.LEFT, player1.direction.RIGHT);\n    if (moveSpeed > 0) {\n        // Move faster when stick is pushed further\n        playerSprite.x += player1.direction.RIGHT * moveSpeed * 10;\n        playerSprite.y += player1.direction.DOWN * moveSpeed * 10;\n    }\n```\n\n### New in v1.7.0\nA new plugin specific eventEmitter instance exists at `mergedInput.events`.\nYou may use this across your game to listen for keypresses, button presses and device changes (i.e. moving from using the keyboard to a gamepad).\n\n\n### New in v1.8.0\nBUTTON COMBOS ARE HERE!!  \nA new 'ButtonCombo' exists in the merged input plugin to mimic Phaser's native KeyCombos for gamepad/player combinations.  \nButton combos emit `buttoncombomatch` events.  \nSetting them up is easy:  \n```javascript\n    let combos_konami = mergedInput.createButtonCombo(player1, ['UP', 'UP', 'DOWN', 'DOWN', 'LEFT', 'RIGHT', 'LEFT', 'RIGHT', 'RC_E', 'RC_S'], { resetOnMatch: true });\n    combos_konami.name = 'Konami Code';\n\n    mergedInput.events.on('buttoncombomatch', event => {\n        console.log(`Player: ${event.player.index} entered: ${event.combo.name}!`);\n    });\n```\n\nNote that combo checking only occurrs on gamepad actions. Keyboard combos are still handled by Phaser.\n\n### New in v1.10.0\nANALOG INPUT & BEARING IMPROVEMENTS!  \nEnhanced analog input support with precise angle calculations and improved bearing system:\n\n**Precise Angle Calculations:**\n```javascript\n// Get exact angle in radians for smooth movement\nlet angle = mergedInput.mapDirectionsToAngle(player1.direction);\nif (angle !== null) {\n    // Use precise analog input for smooth rotation\n    player.sprite.rotation = angle;\n}\n\n// Get exact degrees (0-360) without snapping to bearings\nlet degrees = mergedInput.mapDirectionsToDegrees(player1.direction);\nif (degrees !== -1) {\n    // Smooth analog movement in any direction\n    let radians = Phaser.Math.DegToRad(degrees);\n    player.sprite.x += Math.cos(radians) * speed;\n    player.sprite.y += Math.sin(radians) * speed;\n}\n```\n\n\n**Flexible Bearing System:**\nThe bearing system now supports variable direction counts and precise analog input:\n```javascript\n// Set number of directions to snap to\nmergedInput.setNumDirections(32); // 4, 8, 16, or 32 directions\n\n// Get bearing that respects analog input strength\nlet bearing = mergedInput.mapDirectionsToBearing(player1.direction, 0.1, 16);\n// Threshold of 0.1, snap to 16 directions\n\n// Convert bearing back to exact degrees\nlet snapDegrees = mergedInput.mapBearingToDegrees(bearing);\n```\n\n\n**Enhanced Direction Properties:**\nPlayer direction objects now include precise angle and degree values:\n```javascript\n// New properties available on each player\nplayer.direction.ANGLE        \t\t\t// Precise angle in radians (null if no input)\nplayer.direction.ANGLE_LAST   \t\t\t// Last valid angle\nplayer.direction.DEGREES      \t\t\t// Precise degrees 0-360 (-1 if no input)\nplayer.direction.DEGREES_LAST \t\t\t// Last valid degrees\nplayer.direction.BEARING_DEGREES \t\t// Degrees snapped to the closest bearing\nplayer.direction.BEARING_DEGREES_LAST \t// Last degrees snapped to the closest bearing\n```\n\n\nThis update provides much more precise control for analog input devices while maintaining backward compatibility with digital input.  \n\n\n\n\n## Demo / Dev\nA demo scene is included in the repository.  \nThe demo has been updated to incorporate the mapped buttons and interactions included in v1.4.0 and the helper functions added in v1.6.0  \n\n![](src/demo/merged-input-demo.gif)  \n\nInstall with `npm install`, then use `npm run dev` to spin up a development server and run the demo scene.\n\n\n## Build plugin\nBuild the plugin including minified version. Targets the dist folder.\n`npm run build`\n\n## Changelog\n\nv1.10.2  \nImproved handling of analogue stick movement. More precice at cardinal directions.  \n\nv1.10.1 - 2025-08-09  \nBetter detection of last used device. Now works on pointer movement and analogue gamestick movement.  \n\nv1.10.0 - 2025-08-08  \nEnhanced analog input and bearing system  \nAdded `mapDirectionsToAngle()` function for precise angle calculations in radians  \nAdded `mapDirectionsToDegrees()` function for exact degree calculations (0-360)  \nEnhanced `mapDirectionsToBearing()` to accept `numDirections` parameter  \nAdded `ANGLE`, `ANGLE_LAST`, `DEGREES`, and `DEGREES_LAST` properties to direction objects  \nImproved analog input handling for smoother movement and rotation  \nBetter support for variable bearing counts (4, 8, 16, 32 directions)  \nFixed timestamp updating issues with direction input  \n\nv1.9.0 - 2025-04-20  \nUpdates to pointer handling, in relation to player position.  \nUpdates to build dependancies.  \n  \nv1.8.6 - 2024-10-06  \nAdded axis threshold, below which an analogue stick will not generate a value.  \nPreviously this was hardcoded at 0.5 to avoid drift, but you may now change this via `setAxisThreshold(0.2)`  \n\nv1.8.5 - 2024-05-15  \nBugfix: Gamepad button combo events were missing timestamps.  \nBugfix: Incorrect keyboard event states firing. (Thanks to @brntns)\n\nv1.8.4 - 2023-11-26  \nBugfix: Mouse pointer checkDown function timers were handled incorrrectly.\n\nv1.8.3 - 2023-11-18  \nBugfix: When using a joypad that maps direction buttons to the left axis, the fake DPad functionality was not mimicking button number value changes for `buttons` and `buttons_mapped`.  \n\nv1.8.2 - 2023-11-13  \nBugfix: Gamepad button release was not freeing the timer's tick var.  \n\nv1.8.1 - 2023-10-29  \nAdded mouse pointers to checkDown function.  \nFixed issue with generic player helper functions when player not fully initialised.  \n\nv1.8.0 - 2023-10-29  \nAdded new ButtonCombos, to mimic Phaser's KeyCombos with gamepad buttons.  \nAdded timers to button presses, we're now able to retrieve a pressed, released, and duration value.  \nAdded extra helper functions to the player object, including `isDown` and `checkDown` to mimic Phaser's keyboard handling with merged input.  \nPlayer helper objects are now able to be called directly on the player object and will accept either mapped or unmapped button actions.  \n\nv1.7.0 - 2023-10-15\nAdded a new plugin specific instance of the event emitter.\nThe old 'mergedInput' events continue to fire on the scene's emitter; however as they are all the same event with extra data, you need to listen to all every 'mergedInput' event and filter for the ones you need.\nThe new plugin specific instance allows you to listen only to the events you need.\n\nv1.6.1 - 2023-06-01  \nUpdated pointer events to only be set when adding the first player.\nPointer events now check for player object.\nUpdated typings\nWith many thanks to @Dan-Mizu for help with this release.\n\nv1.6.0 - 2022-12-05  \nImproved handling of the 'pressed' and 'released' events. Previously it was possible to miss a press event if two happened within the same update step.  \n**IMPORTANT:** The `pressed` & `released` properties under the player's `interaction` object has changed from a string to an array, to allow for multiple values in an update step.  \nAny code that checks these properties should be updated to expect an array of one or more values.\nNew helper functions `isPressed()` and `isReleased()` have been added to the `interaction` and `interaction_mapped` properties of the player object.\nUse these to check if one or more buttons were pressed/released in the current update step. See the demo for more details.\n\nv1.5.0 - 2022-08-22  \nWhen the game loses focus, the plugin will now reset each of the defined keys to avoid them getting stuck when returning to the game.\n\nv1.4.0 - 2022-07-03    \nAdded normalisation of gamepad devices, using mapping files located in the new `configs` folder.  \nAdded friendly mapped button names, and a new batch of properties under `interaction_mapped` and `buttons_mapped`.  \nAdded fake DPad functionality to better handle joypads that map their DPads to the left axis, instead of the standard buttons 12-15.  \nAdded a debug scene to the demo.  \n\nv1.3.1 - 2022-03-11  \nFixed missing code caused by bad merge!  \nAdded keywords  \nClean up readme.md  \n\nv1.3.0 - 2022-03-10  \nMigrated keyboard interaction flags from the `justDown` and `justUp` key functions, to instead use the keyboard's `keyDown` and `keyUp` events.  \nThis way we maintain consistancy between keyboard and gamepad interactions, as events trigger before the scene's update call.  \nAdded a new `released` key to the interaction object to indicate when a button has been released.  \nAdded a new `lastPressed` and `lastReleased` key, to replace the existing `pressed` key - the old `pressed` key remains for backwards compatability.  \nAdded TypeScript support.  \nWith many thanks to @zewa666 and @bbugh for help with this release.  \n\nv1.2.8 - 2021-07-23  \nAdded gamepad directions to interaction buffer/presses to match keyboard interactions.\n\nv1.2.7 - 2021-07-06  \nChanged the order of buffer/pressed checking in update loop.\n\nv1.2.6 - 2021-05-04  \nGuess who forgot to build again??\n\nv1.2.5 - 2021-05-04  \nUpdated buttondown and buttonup event listeners from per pad, to per input system.\nIt seems the per pad listeners weren't firing for pad 2 and this method works around the problem.\nAlso added an addPlayer call if the corresponding player is missing.\nUpdated phaser dependancy\n\nv1.2.4 - 2020-05-08  \nAnd again, remembering to include the built files would be a bonus.\n\nv1.2.3 - 2020-05-08  \nAdded extra handling for 'null' gamepads.\n\nv1.2.2 - 2020-05-03   \nAdded secondary direction key detection, so that secondary directions may be instigated through a keypress as well as the right stick of a gamepad.\nAdded timestamps to interactions making it possible to tell which was last used, e.g. keyboard vs mouse.\n\nv1.2.1 - 2020-04-27  \nActually added the build files.\n\nv1.2.0 - 2020-04-27  \nYou are now able to pass a player's X/Y position to a player object, whereupon the position of the mouse in relation to that player will be used to determine mouse bearings and degrees\n\nv1.1.0 - 2020-04-19  \nPlugin now handles secondary directional movement from the second stick on a gamepad.\nBearings and degrees have been added to direction objects.\n\n\n## Credits\nWritten by [Gary Stanton](https://garystanton.co.uk)  \nBuilt from the [Plugin Starter Kit](https://github.com/nkholski/phaser-plugin-starter) by Niklas Berg  \nDemo sprites by [Nicolae Berbece](https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack)  \n\n---\n\n## Functions\n\n<dl>\n<dt><a href=\"#addPlayer\">addPlayer(index)</a></dt>\n<dd><p>Add a new player object to the players array. <br/>If an index is provided and a player object at that index already exists, this will be returned instead of another object created</p>\n</dd>\n<dt><a href=\"#getPlayer\">getPlayer(thisPlayer)</a></dt>\n<dd><p>Get player object</p>\n</dd>\n<dt><a href=\"#setupControls\">setupControls()</a></dt>\n<dd><p>Returns a struct to hold input control information\nSet up a struct for each player in the game\nDirection and Buttons contain the input from the devices\nThe keys struct contains arrays of keyboard characters or mouse buttons that will trigger the action</p>\n</dd>\n<dt><a href=\"#defineKey\">defineKey(player, action, value, append)</a></dt>\n<dd><p>Define a key for a player/action combination</p>\n</dd>\n<dt><a href=\"#createButtonCombo\">createButtonCombo(player, buttons, [config])</a></dt>\n<dd><p>A ButtonCombo will listen for a specific combination of buttons from the given player's gamepad, and when it receives them it will emit a buttoncombomatch event.</p>\n</dd>\n<dt><a href=\"#isPressed\">{player}.isPressed(button)</a></dt>\n<dd><p>Pass one or more button names to check whether one or more buttons were pressed during an update tick.</p>\n</dd>\n<dt><a href=\"#isReleased\">{player}.isReleased(button)</a></dt>\n<dd><p>Pass one or more button names to check whether one or more buttons were released during an update tick.</p>\n</dd>\n<dt><a href=\"#isDown\">{player}.isDown(button)</a></dt>\n<dd><p>Pass one or more button names to check whether one or more buttons are held down during an update tick.</p>\n</dd>\n<dt><a href=\"#checkDown\">{player}.checkDown(button, duration, includeFirst)</a></dt>\n<dd><p>Pass one or more button names to check whether one or more buttons are held down during an update tick. You may provide a duration to this method and it will return true every X milliseconds.</p>\n</dd>\n</dl>\n\n<a name=\"addPlayer\"></a>\n\n### addPlayer()\nAdd a new player object to the players array  \n\n| Param | Type |\n| --- | --- |\n| index | <code>number</code> | \n\n\n<a name=\"getPlayer\"></a>\n\n### getPlayer(index)\nGet player object\n\n| Param | Type |\n| --- | --- |\n| thisPlayer | <code>number</code> | \n\n\n<a name=\"defineKey\"></a>\n\n### defineKey(player, action, value, append)\nDefine a key for a player/action combination\n| Param | Type | |\n| --- | --- | --- |\n| player | <code>number</code> | The player ID on which we're defining a key |\n| action | <code>string</code> | The action to define |\n| value | <code>string</code> | The key to use |\n| append | <code>boolean</code> | When true, this key definition will be appended to the existing key(s) for this action |\n\n<a name=\"createButtonCombo\"></a>\n\n### createButtonCombo(player, buttons, [config])\nA ButtonCombo will listen for a specific combination of buttons from the given player's gamepad, and when it receives them it will emit a buttoncombomatch event.\n\n| Param | Type | |\n| --- | --- | --- |\n| player | <code>object</code> | The player object on which we're defining a key |\n| buttons | <code>array</code> | An array of buttons to act as the combo. You may use directions ['UP'], button IDs ['B12'] or mapped buttons ['LC_N'] |\n| config | <code>Phaser.Types.Input.Keyboard.KeyComboConfig</code> | A Key Combo configuration object. Uses the same config as Phaser's native KeyCombo classes |\n\n\n<a name=\"isPressed\"></a>\n\n### {player}.isPressed(button)\nCheck if button(s) were pressed during an update tick\n\n| Param | Type |\n| --- | --- |\n| button | <code>string/array</code> | \n\n\n<a name=\"isReleased\"></a>\n\n### {player}.isReleased(button)\nCheck if button(s) were released during an update tick\n\n| Param | Type |\n| --- | --- |\n| button | <code>string/array</code> | \n\n<a name=\"isDown\"></a>\n\n### {player}.isDown(button)\nCheck if button(s) were held down during an update tick\n\n| Param | Type |\n| --- | --- |\n| button | <code>string/array</code> | \n\n<a name=\"checkDown\"></a>\n\n### {player}.checkDown(button)\nCheck if button(s) were held down during an update tick  \nYou may provide a duration to this method and it will return true every X milliseconds.\n\n| Param | Type |\n| --- | --- |\n| button | <code>string/array</code> | \n| duration | <code>number</code> | The duration which must have elapsed before this button is considered as being down.\n| includeFirst | <code>boolean</code> | When true, include the first press of a button, otherwise wait for the first passing of the duration.\n\n\n\n\n## Events\n\n| Event | Description | Data |\n| --- | --- | --- |\n| gamepad_connected | Gamepad is connected | gamepad instance |\n| device_changed | The last input device has changed | last device used (keyboard/gamepad/mouse) |\n| keyboard_keydown | Keyboard key pressed | player: player instance, key: keycode pressed |\n| keyboard_keyup | Keyboard key released | player: player instance, key: keycode pressed |\n| gamepad_buttondown | Gamepad button pressed | player: player instance, button: button number pressed |\n| gamepad_buttonup | Gamepad button released | player: player instance, button: button number released |\n| gamepad_directiondown | Gamepad D-Pad pressed | player: player instance, direction: D-Pad direction pressed |\n| gamepad_directionup | Gamepad D-Pad released | player: player instance, direction: D-Pad direction released |\n| gamepad_directionup | Gamepad D-Pad released | player: player instance, direction: D-Pad direction released |\n| pointer_down | Mouse button pressed | button number pressed |\n| pointer_up | Mouse button released | button number released |\n| buttoncombomatch | A button combo match has occurred | player: player instance, combo: The ButtonCombo object that matched |","readmeFilename":"README.md"}