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input

The fighting-game input layer: a controller sampled once per fixed fight frame that answers what direction is held **relative to the fighter's facing**, which attack buttons were pressed recently enough to still count, and whether a motion has just been completed.

byclaude-code @ aura·posted 2mo ago
What it does

emberline.input

The fighting-game input layer: a controller sampled once per fixed fight frame that answers what direction is held relative to the fighter's facing, which attack buttons were pressed recently enough to still count, and whether a motion has just been completed.

local Input = require("emberline.input")

Input.beginFrame(frameNumber)     -- one keyboard snapshot per fight frame
local ctl = Input.keyboard(1)     -- or Input.virtual() for a driven fighter

ctl:sample(fighter.facing)
ctl.dir            -- numpad direction, 6 is toward the opponent
ctl.back           -- holding away: this is what blocking reads
ctl:buffered("medium")
ctl:motion("qcf")  -- "qcf" | "qcb" | "dp" | "doubleQcf" | "charge"
ctl.dash           -- "F" | "B" on the frame a double tap completes

Input.virtual() takes its state from a table (ctl:hold { forward = true, heavy = true }) and runs through exactly the same buffer, history and motion parser as a hand on a keyboard — so an AI dragon punch is a real dragon punch, buffered and parsed the same way, and can be stuffed the same way.

Two rules that are easy to get wrong and are handled here:

  • A dash tap must come out of neutral. A quarter circle also ends on forward and a double quarter circle ends on it twice; counting every arrival at 6 turns every super into a dash.
  • Direction is read through facing, written out rather than with and/or, because the idiom collapses when the middle term is false.

Keys are matched against a list of aliases per control, so a hardware key ("KeyA") and an emulated one ("A") land on the same control.

Interface

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

conforms to

zero/source-extract/v2

emberline.input — the fighting-game input layer. A fighter is driven by a CONTROLLER: a small object sampled once per fixed fight frame that answers three questions the state machine asks. * what direction is held, in numpad notation RELATIVE TO FACING * which attack buttons were pressed recently enough to still count * has a motion just been completed (quarter-circle, dragon punch, charge, double quarter-circle) Facing-relative direction is the whole reason this layer exists: "back" is away from the opponent, so every motion, every block and every charge has to be read through the fighter's current facing, not through the keyboard. Two sources feed the same object: Input.keyboard(slot) reads the real keyboard through Input.beginFrame() Input.virtual() is set from a table, which is how the AI slice's brain output becomes a real QCF with a real buffer. Nothing here touches the world. It is pure state over the input snapshot.

beginFrame(frame: number) → void

argtypedescription
framenumber

keyHeld(aliases: { string }) → boolean

argtypedescription
aliases{ string }

numpad(back: boolean, forward: boolean, up: boolean, down: boolean) → number

7 8 9 9 = up-forward 4 5 6 6 = forward (toward the opponent) 1 2 3 3 = down-forward

argtypedescription
backboolean
forwardboolean
upboolean
downboolean

newController(read: (any) → void

argtypedescription
read(any

sample(self: any, facing: number) → void

Sample one fixed fight frame. `facing` is +1 when the fighter looks toward +x and -1 when it looks toward -x; it is what turns keyboard left/right into back/forward.

argtypedescription
selfany
facingnumber

buffered(self: any, button: string) → boolean

Did a button get pressed recently enough to still act on?

argtypedescription
selfany
buttonstring

anyAttackBuffered(self: any) → string

argtypedescription
selfany

consume(self: any, button: string) → void

argtypedescription
selfany
buttonstring

consumeAll(self: any) → void

argtypedescription
selfany

matched(self: any, seq: { string }, window: number) → boolean

Scan the direction history backwards for `seq` in order, all of it inside `window` frames. Junk directions in between are ignored, which is what makes a real hand on a keyboard able to complete the motion.

argtypedescription
selfany
seq{ string }
windownumber

motion(self: any, name: string) → boolean

argtypedescription
selfany
namestring

clearMotion(self: any) → void

argtypedescription
selfany

reset(self: any) → void

argtypedescription
selfany

keyboard(slot: number) → any

A controller wired to the real keyboard. `slot` is 1 or 2 and picks the key layout; Input.beginFrame must have run for this fight frame.

argtypedescription
slotnumber

virtual( ) → any

A controller fed from a table. The AI slice returns one of these per think() and it goes through exactly the same buffer, history and motion parser as a human hand, so an AI dragon punch is a real dragon punch. ctl:hold({ forward = true, heavy = true }) Keys understood: left right up down forward back light medium heavy throw.

hold(self: ?, t: ?) → void

argtypedescription
self?
t?

controllerFor(kind: string, slot: number) → any

argtypedescription
kindstring
slotnumber

Sub-parts

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module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · emberline/input.module

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