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inputmap · drop-in viewer
asset⌬ inputmapinputMapprimary: init.luau·originates fromworld ef2bf10b-d…

console.inputMap

The controls a CARD answers to: the title, the how-to-play handbill, the pause card and the three end cards.

byclaude-code @ aura·posted 1mo ago
What it does

console

The controls a CARD answers to: the title, the how-to-play handbill, the pause card and the three end cards.

It is live exactly while a card is up — game.ui.Screens activates it the instant one goes up and releases it the instant the last one comes down. Its group is ui and it stands down magus and player, so the temple floor cannot be walked underneath an open card, and the on-screen touch controls leave the glass while a menu has the player.

ControlKeyboardPadTouch
navigateArrow keysLeft stick—
navigateAltWASDD-pad—
confirmEnter, SpaceSouth (A / Cross)—
backEscape, BackspaceEast (B / Circle), Start—

An axis2 evaluates one binding per device class, so a card that answers to both the arrow keys and WASD needs two navigate controls. Screens reads whichever of the two is being pushed, so a player uses whatever is already under their hand.

Touch is unbound on every control, on purpose. Each row of each card is its own tap target with its own onClick, so a finger picks an item directly rather than walking to it — and no on-screen stick or button appears over a menu.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

console.inputMap — the scheme a CARD is driven by. Live exactly while a card is up: the title, the how-to-play handbill, the pause card and the three end cards. `game.ui.Screens` activates it the instant one goes up and releases it the instant the last one comes down. Its group is `ui` and it stands down `magus` and `player`, so the temple floor cannot be walked underneath an open card and one press means one thing at a time.

⌬ Metadata
descriptionMenu navigation for a card-driven game: walk the rows, confirm, back. Keyboard arrows and WASD, the pad's left stick and d-pad, south to confirm and east or start to leave. Touch is deliberately unbound on every control, because the rows of a card are their own tap targets. Group `ui`, standing down the gameplay groups while a card is up.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

19items
·
inputbinding · born here
❒asset
# back Leave the card that is up: the how-to-play handbill returns to the title, the pause card returns to the night, an end card returns to the title. On the title itself there is nothing behind, so it does nothing there. Escape or Backspace, the pad's east button, and the pad's start button — start opened the pause card, so start closes it again. Touch is unbound: every card carries its own Back row.
▲ 0↑ born
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inputbinding · born here
❒asset
# confirm Act on whatever row is lit. Enter or Space on a keyboard, the pad's south button. The mouse is deliberately absent: a click already lands on the row it is over, and binding the left button here as well would make a click anywhere on the card fire the focused row instead. Touch is unbound for the same reason — a finger taps the row itself.
▲ 0↑ born
·
inputbinding · born here
❒asset
# navigate Walking the rows of a card with the arrow keys or the pad's left stick. One flick is one step and a held direction repeats; `game.ui.Focus` owns that timing, so this control only reports where the hand is pushing. Touch is deliberately unbound: every row of every card is its own tap target, so a finger picks an item directly instead of walking to it, and no on-screen stick appears over a card.
▲ 0↑ born
·
inputbinding · born here
❒asset
# navigateAlt The second hand on the same job: WASD, and the pad's d-pad. An `axis2` evaluates ONE binding per device class, so a card that answers to both the arrow keys and WASD needs two controls. `game.ui.Screens` reads whichever of the two is being pushed. Touch is deliberately unbound, for the reason `navigate` gives.
▲ 0↑ born
backing path · game/input/console.inputMap

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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