Handling Inputs in Phaser 3: Part 1: Humble Beginnings
in Handling Inputs in Phaser 3My journey from having written short, concise code to handle inputs to writing an over-engineered bit of code that would handle the busywork for me.
A blog that I’ll probably forget about after making thirty-five posts.
My journey from having written short, concise code to handle inputs to writing an over-engineered bit of code that would handle the busywork for me.
How to support controller input alongside keyboard input without having to write input-specific code for each.
A guide to combining and modifying inputs that allows you to express complex input structures in easily consumable ways.
How to take the existing input system and add axis support in a non-obtrusive and adaptable way.
How to add mouse support and some thoughts on adapting your game to work with mouse inputs, not mouse inputs to work with your game.
I expose the deep, dark secret behind my input system, and why I didn't reveal it until now.
Dead zones or: how I learned to stop slowly moving to the right and suppress unwanted movement.
Adding vibration support that won't make everyone who happens to have a controller plugged in curse your name.