The Input object [E/M/W]
The Input object allows you to retrieve input status. All keys will return a number; 0 when not pressed,
1 on the first frame the key is pressed, 2 while it's being held, and -1 on the first frame it's released.
You can check if a key's value is greater than 0 to see if it's pressed, or if it's exactly 1/-1 to only
have an action if it was just pressed/released. Possible key options are below.
Note: do not rely on the Input object to replace proper UI controls. Changing game state in the UI based
on input will likely cause a fair share of issues and is not supported at this moment (but feel free to
see what does and doesn't work).
- Input.Confirm - Z or Enter keys
- Input.Cancel - X or Left Shift keys
- Input.Menu - C or Left Control keys
- Input.Up - Up arrow or W
- Input.Down - Down arrow or S
- Input.Left - Left arrow or A
- Input.Right - Right arrow or D
- Input.GetKey( keyname) - Get the state of the given key.
Check the Key List to see the available keys.
- Input.MousePosX (readonly) - Returns the X position of the mouse relative to the
bottom left corner of the screen. (from 0 to 639)
- Input.MousePosY (readonly) - Returns the Y position of the mouse relative to the
bottom left corner of the screen. (from 0 to 479)
- Input.IsMouseInWindow (readonly) - Returns true if the mouse is in the window, false
otherwise.
- Input.MouseScroll (readonly) - Returns a number representing the change in the user's scroll wheel position (or movement supplied by the trackpad when using a Mac). 0 represents no movement, while a positive number means the user is scrolling up, and a negative number means the user is scrolling down.
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