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@rbxts/clack
Advanced tools
User input helper classes.
Below are examples of the input classes. The examples are not an exhaustive list of the APIs available.
The preferred input is based on the last input the user has made. Because players can change their desired input during gameplay, it is helpful to watch for these changes in order to help direct the player in the best way possible.
For instance, if there are UI elements that show the player the control schema for the game, using observePreferredInput
can be used to dynamically change this display if the user switches between using a gamepad and using a mouse/keyboard.
const prefer = new Prefer();
print(`Preferred: ${tostring(prefer.getPreferredInput())}`);
prefer.observePreferredInput((preferred) => {
print(`Preferred: ${tostring(preferred)}`);
if (preferred === Clack.InputType.MouseKeyboard) {
print("Prefer mouse and keyboard");
} else if (preferred === Clack.InputType.Touch) {
print("Prefer touch");
} else if (preferred === Clack.InputType.Gamepad) {
print("Prefer gamepad");
}
});
Watch for mouse input.
const mouse = new Mouse();
mouse.getButtonDownSignal(Enum.UserInputType.MouseButton1).Connect((position) => {
print("Left button down", position);
});
print(mouse.getPosition());
const result = mouse.raycast(new RaycastParams());
Watch for keyboard input.
const keyboard = new Keyboard();
keyboard.keyDown.Connect((keyCode) => {
print(`Key down: ${tostring(keyCode)}`);
});
keyboard.keyUp.Connect((keyCode) => {
print(`Key up: ${tostring(keyCode)}`);
});
print("W down", keyboard.isKeyDown(Enum.KeyCode.W));
print("CTRL+S", keyboard.isKeyComboDown(Enum.KeyCode.LeftControl, Enum.KeyCode.S));
print("Forward", keyboard.isEitherKeyDown(Enum.KeyCode.W, Enum.KeyCode.Up));
Watch for gamepad input.
const gamepad = new Gamepad();
gamepad.buttonDown.Connect((button) => {
print(`Button down: ${tostring(button)}`);
});
gamepad.setMotor(Enum.VibrationMotor.Large, 1);
gamepad.stopMotor(Enum.VibrationMotor.Large);
gamepad.pulseMotor(Enum.VibrationMotor.Large, 1, 0.2);
const leftThumbstickPos = gamepad.getThumbstick(Enum.KeyCode.Thumbstick1);
print(`Left thumbstick position: ${tostring(leftThumbstickPos)}`);
Watch for touch input.
const touch = new Touch();
touch.getTouchTapSignal().Connect((touchPositions, processed) => {
print("Touched");
});
FAQs
User input helper classes
We found that @rbxts/clack demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 1 open source maintainer collaborating on the project.
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