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inputmap · drop-in viewer
asset⌬ inputmapinputMapprimary: init.luau·originates fromworld 6bbe73d1-9…

ui.inputMap

The controls a CARD answers to, and nothing else. Activated the instant a card goes up and released the instant the last one comes down, so the night never reads a keypress meant for a menu: it stands down the whole `player` group (the board's own scheme) and `uipause` (the contr…

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

ui

The controls a CARD answers to, and nothing else. Activated the instant a card goes up and released the instant the last one comes down, so the night never reads a keypress meant for a menu: it stands down the whole player group (the board's own scheme) and uipause (the control that opens the pause card), so one Escape cannot close a card and re-open it in the same frame.

ControlKindKeyboard & mouseGamepad
navigateaxis2the arrow keysthe d-pad
navigateStickaxis2—the left stick
confirmbuttonEnter, Numpad Enter, Spacesouth
backbuttonEscape, Backspace, right mouseeast
restartbuttonRnorth

Touch is deliberately unbound. Every line on every card is a real tap target at thumb size carrying its own onClick, so a finger drives a menu by touching the thing it wants rather than through a floating overlay button pointing at it — which is also why this map takes the engine's own touch controls off the screen while it is live.

navigate and navigateStick are separate controls because an axis2 evaluates ONE binding per class and so cannot carry both a d-pad and a stick; Screens.component subscribes both to one handler.

Interface

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

conforms to

zero/source-extract/v2

ui — the controls a CARD answers to, and nothing else. Owned by the `screens` slice. It is activated the instant a card goes up and released the instant the last one comes down, so the night never reads a keypress meant for a menu: `suppresses` stands down the whole `player` group (the board's own scheme) and `uipause` (the one control that opens the pause card), so one Escape cannot close a card and re-open it in the same frame. Touch is deliberately unbound here. Every line on every card is a real tap target at thumb size carrying its own onClick, so a finger drives a menu by touching the thing it wants rather than through a floating overlay button pointing at it.

⌬ Metadata
descriptionThe menu scheme for a game played in portrait: move a focus ring with the arrows, the d-pad or the left stick, choose, go back, and start again - with touch deliberately unbound because every line of every card is a real tap target of its own. It stands down the gameplay group and the pause control while a card is up, so one key cannot close a card and re-open it in the same frame. Suits any world whose menus are cards rather than an overlay of buttons.

Sub-parts

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

23items
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inputbinding · born here
❒asset
# back **Back** Leaves the card that is up. On a title card there is nothing behind it, so back does nothing there; everywhere else it returns to whatever put the card up.
▲ 0↑ born
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inputbinding · born here
❒asset
# confirm **Choose** Takes the focused line. The mouse is not bound here: a pointer confirms by clicking the control it is over, which every card's own onClick answers, and a bound left button would fire the focused line from anywhere on the screen.
▲ 0↑ born
·
inputbinding · born here
❒asset
# navigate **Navigate** Moves the focus ring around a card. The keyboard class is the arrow keys and the gamepad class is the d-pad; the left stick is carried by `navigateStick` beside it, because an axis2 evaluates one binding per class. Touch is unbound: a finger taps the line it wants, which is the direct form of the same action.
▲ 0↑ born
·
inputbinding · born here
❒asset
# navigateStick **Navigate (stick)** The left stick doing what the d-pad does. It exists as its own control because an axis2 evaluates ONE binding per class and so cannot hold both; the screens component subscribes this and `navigate` to a single handler.
▲ 0↑ born
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inputbinding · born here
❒asset
# restart **Again** Takes the plate again, from a result card or an end card - the one-press way back into a run without walking the menu to find it.
▲ 0↑ born
backing path · game/screens/ui.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
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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

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