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inputmap · drop-in viewer
asset⌬ inputmapinputMapprimary: init.luau·originates fromworld 818ea2f4-9…

menu.inputMap

The scheme a **card** is driven with — the title, how-to-play, the pause slab and the two end cards. Live only while a card is on the glass, and it stands the gameplay groups down while it is: group `ui`, `suppresses = { "climb", "player" }`, so Escape closes the card instead of…

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

menu

The scheme a card is driven with — the title, how-to-play, the pause slab and the two end cards. Live only while a card is on the glass, and it stands the gameplay groups down while it is: group ui, suppresses = { "climb", "player" }, so Escape closes the card instead of pausing again and the pilgrim does not walk behind a menu.

ControlLabelKeyboard / mouseGamepadTouch
confirmConfirmEnter, Numpad Enter, Spacesouth—
backBackEscape, right clickeast—
navigateNavigatearrow keysleft stick—
navigateDpadNavigate (d-pad)WASDd-pad—
restartRestartRnorth—

Touch is unbound on purpose. A card is tapped: the screens slice draws every control at L.layout().touchTarget or larger, so a finger reaches each one directly, and an on-screen pad floating over a menu would only be in the way. A binding record states that as touch = false rather than leaving the class out, so a reader sees the decision where it was made.

The mouse does not confirm. A pointer confirms by clicking the control itself, which the widget's own onClick already delivers; binding the left button to confirm as well would fire the focused control a second time on every click. The right button is back, which collides with nothing.

Two navigate controls, one job. An axis2 control evaluates exactly one binding per device class, so the analogue stick and the d-pad cannot share one entry. navigate carries the arrow keys and the left stick; navigateDpad carries WASD and the d-pad. Both feed the same focus movement, so a player who reaches for either finds the ring moves.

Interface

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

conforms to

zero/source-extract/v2

menu.inputMap — the cards of FIRST LIGHT: HENTER OF THE GLEW. Live only while a card is on the glass: the title, how to hent, the pause card, and the end card. `game.ui.Screens` activates it as a card goes up and stands it down as the card goes. Touch is deliberately unbound on every control here: a card is TAPPED. Every card row is drawn at `game.ui.theme`'s `touch` size or larger and carries its own onClick, so a finger reaches each one directly and an on-screen pad floating over a menu would only be in the way.

⌬ Metadata
descriptionCard navigation for First Light: confirm, back, move focus, restart — keyboard, mouse and gamepad, with touch deliberately unbound because a card is tapped directly.

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 Leave the card — resume from pause, step back out of how-to-play. Escape or the right mouse button on a keyboard-and-mouse; the east face button on a pad. The right button collides with nothing, because a widget's own click is the left one. Touch is `false`: a card carries its own Back control, drawn at thumb size.
▲ 0↑ born
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inputbinding · born here
❒asset
# confirm Activate the focused card control. Enter, Numpad Enter or Space on a keyboard; the south face button on a pad. Touch is `false` and the mouse is absent, both on purpose: a finger taps the control and a pointer clicks it, and the widget's own `onClick` delivers that directly. Binding the left mouse button here as well would fire the focused control a second time on every click.
▲ 0↑ born
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inputbinding · born here
❒asset
# navigate Move the focus ring between a card's controls. Arrow keys, or the left stick. The d-pad and WASD are the second half of the same job and live in `navigateDpad`, because an `axis2` control evaluates exactly one binding per device class. Both feed the same focus movement. Touch is `false`: a finger taps the control it wants.
▲ 0↑ born
·
inputbinding · born here
❒asset
# navigateDpad The other half of `navigate`: the pad's d-pad, and WASD on the keyboard. A player who reaches for either finds the focus ring moves. Separate from `navigate` because an `axis2` control evaluates exactly one binding per device class, so the analogue stick and the d-pad cannot share one entry. Touch is `false`.
▲ 0↑ born
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inputbinding · born here
❒asset
# restart Begin a fresh climb from an end card, without walking the focus over to Again first. R on a keyboard; the north face button on a pad. Touch is `false`: the end cards draw an Again control at thumb size.
▲ 0↑ born
backing path · game/input/menu.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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