board.inputMap
The night's control scheme: the cursor over the plate, the tray, and the hands that lay a piece down. Group `player`; the `Board` component holds it live exactly while the phase is the night, and `game/screens/ui` stands it down whenever a card is on screen.
board.inputMap
The night's control scheme: the cursor over the plate, the tray, and the
hands that lay a piece down. Group player; the Board component holds it
live exactly while the phase is the night, and game/screens/ui stands it
down whenever a card is on screen.
| Control | Kind | Keyboard / mouse | Touch | Pad |
|---|---|---|---|---|
cursor | axis2 | WASD | — | left stick |
cursorAlt | axis2 | arrows | — | d-pad |
place | button | Space, left click | Place | south |
lift | button | X, right click | Lift | east |
rotate | button | R | Turn | west |
prevShape | button | Q | — | left shoulder |
nextShape | button | E | — | right shoulder |
fix | button | F | Fix | north |
pause | button | Escape | — | start |
Why some controls carry touch = false
The plate and the tray are touched directly: a tap on a cell puts the
cursor there, a second tap on the same cell lays the piece down, a drag
carries the cursor with the finger, and a tap on a tray slot picks that
shape. A virtual stick and two arrows would be a second, worse way to do what
a fingertip already does — so cursor, cursorAlt, prevShape and
nextShape say so in the record rather than putting them on screen. pause
is the same: the HUD draws a pause pip and the screens slice owns it.
The four things a finger has no direct counterpart for are the four on-screen
buttons. Place and Lift share the act group so they land adjacent and
largest under the thumb; Turn is a step smaller beside them; Fix is small and
low and deliberately away from the others, because it is the one press in the
night that cannot be taken back.
Two axes for one movement
A vector arm takes one binding, so one axis2 control cannot carry both WASD
and the arrow keys. cursor and cursorAlt are that pair — two controls in
the scheme, one movement to the player, feeding one handler in Board.
Scoped to this part · feeds back into the world's score.