console.inputMap
The controls a CARD answers to: the title, the how-to-play handbill, the interval between two acts, the pause card and the two end cards.
console
The controls a CARD answers to: the title, the how-to-play handbill, the interval between two acts, the pause card and the two 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 player and table, so nothing behind a card
answers while the card has the player.
| Control | Keyboard | Pad | Touch |
|---|---|---|---|
navigate | Arrows or WASD | Left stick | — the rows |
confirm | Space or Enter | South (A / Cross) | — the rows |
back | Backspace | East (B / Circle) | — the row that says so |
resume | Escape | Start | — the Resume row |
navigate binds each direction to two keys at once — the WASD key and the arrow
key beside it — because a player reaching for a menu uses whichever is already
under their hand.
Why no touch class
Every row of every card is a button under a finger: tapping one moves the focus
there and acts on it in the same gesture. A finger does not walk a menu to reach
a row and then confirm it — it puts itself on the row. So each of these four
declares touch = false rather than adding an on-screen stick and three
unlabelled circles that would each be a second, worse way to do what the card
already is. Backing out is the how-to's Back row and the pause card's Resume row;
leaving the table is the pause glyph the Table draws.
Scoped to this part · feeds back into the world's score.