goura.inputMap
Tawpy on the forest floor: walk, flurry, boom, pause. Four controls, each bound on all three device families, so a player on a keyboard, a phone or a pad reaches every action the game has.
goura.inputMap
Tawpy on the forest floor: walk, flurry, boom, pause. Four controls, each bound on all three device families, so a player on a keyboard, a phone or a pad reaches every action the game has.
| Action | Keyboard + mouse | Touch | Controller |
|---|---|---|---|
| Move (axis2) | WASD / arrows | left-zone stick | left stick |
| Flurry (hold to gather, release to go) | Space / left mouse | Flurry button | south |
| Boom | E / right mouse | Boom button | west |
| Pause (toggles both ways) | Esc | Pause button | start |
The map lives in its own goura group and stands the engine's player group
down while it is live, so the standard scheme's look, jump and sprint never sit
beside hers on the screen or take the pointer. console.inputMap (the screens
slice) suppresses this group in turn while a card is up, so a menu never drives
the bird.
The touch overlay
The engine draws the on-screen controls from these bindings — a floating stick in the left 40 % of the screen and one circle per button up the right edge, in priority order from the bottom-right corner inward. At 1080 x 1440 that lands as Boom at the corner (984, 1344), Flurry above it (984, 1184), and Pause at the top of the column (984, 1024).
Boom takes the corner because it is the control with a deadline on it: a call opens a window of a few seconds and closes whether she answered or not, so it has to be where the thumb already rests. Flurry is a hold-and-release and can sit one place further in. Pause takes the highest priority number, which puts it as far up the column as the overlay allows.
The positions come from the live screen size, not from these numbers — the
overlay lays itself out against ui.screenSize() every time the shape changes,
so the same three bindings read the same way on a wide screen.
Sizes are large, large, small as authored. Note that the overlay draws
every button at the largest declared size rather than at each one's own, so all
three currently come out at 72 px; the separation between Pause and the two
action buttons is the priority ordering, not the size.
Scoped to this part · feeds back into the world's score.