Input: keyboard, pointer and gamepad
Keyboard goes through named actions
Do not poll key codes. Bind a key to an action string, then poll the action —
this is what lets gamepad and virtual controls map onto the same handling.
import { input } from "melonjs";
input.bindKey(input.KEY.LEFT, "left");
input.bindKey(input.KEY.RIGHT, "right");
input.bindKey(input.KEY.X, "jump", true); // true = locked: one press per keydown
// in update()
if (input.isKeyPressed("left")) { /* … */ }
if (input.isKeyPressed("jump")) { /* fires once per press, not per frame */ }
The third argument to bindKey is lock (default false). Without it,
isKeyPressed stays true for as long as the key is held — correct for movement,
wrong for jump or fire. A locked action stays consumed until the key is released
or you call input.unlockKey("jump"). Use input.keyStatus(action) when you
want the raw held/not-held state regardless of locking.
A poll can miss a press entirely
isKeyPressed is sampled once per frame, and keyup decrements the key's
counter the moment it arrives — locked or not. A press that goes down and up
between two frames therefore leaves the counter back at zero and is never
seen. At 60fps that is anything under ~16ms: rare from a human finger, routine
from a synthetic event, and more likely the slower the frame rate.
For a screen where a missed press is a dead end — a splash, a "press any key",
a notice to acknowledge — listen for the event instead, which cannot be missed:
import { event } from "melonjs";
// action is the bound action name, or undefined for an unbound key
const onKey = (action) => { if (action === "menuSelect") continue(); };
event.on(event.KEYDOWN, onKey); // in onResetEvent
event.off(event.KEYDOWN, onKey); // in onDestroyEvent — it does not self-remove
KEYDOWN fires for every key, bound or not, so matching on action is what
narrows it; it also repeats while the key is held, so guard anything that must
happen once. Keep polling for movement and for a menu cursor, where one step
per press and a key held across a state change are the things that matter.
The full signature is bindKey(keyCode, action, lock?, preventDefault?);
preventDefault defaults to input.preventDefault (itself true). Pass the
fourth argument per binding, or change the global default with
input.setPreventDefault(false) — assigning input.preventDefault = false
does not work, it is a read-only module binding.
Pointer events need isKinematic = false
This is the trap. Renderable.isKinematic defaults to true, and both the
broadphase and the pointer dispatcher skip any candidate whose isKinematic is
still true. The handler registers successfully and simply never fires.
class Button extends Renderable {
constructor(x, y, w, h) {
super(x, y, w, h);
this.isKinematic = false; // ← required
}
onActivateEvent() {
input.registerPointerEvent("pointerdown", this, this.onDown.bind(this));
}
onDeactivateEvent() {
input.releasePointerEvent("pointerdown", this);
}
}
Container, Camera2d, Draggable, DropTarget and the UI* elements set it
to false for you, and so does attaching a physics body (Body's constructor
sets ancestor.isKinematic = false) — so plain Renderable and Sprite
subclasses with no body are the ones that catch people.
Register in onActivateEvent and release in onDeactivateEvent, not in the
constructor — pooled objects are reused and would otherwise accumulate handlers.
app.viewport works as a whole-screen region when you want global clicks. Note
it is asked before everything else, not as a fallback after nothing matched:
the dispatcher appends it to the candidate list and walks that list from the
end. So a viewport handler must not return false unless it really means to
swallow every pointer event in the game.
The accepted event names are exactly "pointerdown", "pointerup",
"pointermove", "pointercancel", "pointerenter", "pointerover",
"pointerleave" and "wheel". Anything else — "click", "mousedown",
"touchstart" — makes both registerPointerEvent and releasePointerEvent
throw invalid event type. melonJS maps the canonical name onto whichever
mouse/touch events the device actually supports, so you always register the
pointer name.
Which object gets the event
The dispatcher collects the regions near the pointer from the broadphase,
bounds-checks each one, orders them the way they are drawn and asks the
topmost first, walking down until something consumes.
A handler consumes by returning false. This is the DOM sense and it reads
backwards: false means handled, and anything else, undefined included, lets
the walk carry on to whatever is underneath.
input.registerPointerEvent("pointerdown", this, () => {
this.fire();
return false; // nothing under this gets the click
});
Three things decide the order, and only the first is obvious:
pos.z, among siblings of one container. Higher is on top.
- Across containers, the common ancestor decides.
pos.z is
container-local, since autoDepth numbers each container's children from 1,
so a button at z = 8 inside one panel does not outrank a second panel at
z = 2. The pair is resolved by walking both up to their shared parent and
comparing the two siblings there, which is exactly how drawing resolves it.
Raise a whole panel with ancestor.moveToTop(panel), not by inflating a
child's z.
- A child is asked before the container holding it, since it draws over it.
Equal z between siblings falls back to child order, lower index on top. Two
callbacks registered on the same region for the same event run
last-registered-first.
Consuming a move also takes the pointer away from the regions below: each
one still holding it gets its pointerleave, because it is covered now and
being inside its own bounds no longer decides. Consuming a press, a release or a
wheel does not, since none of those says where the pointer is.
World coordinates versus screen coordinates
The pointer carries several, and picking the wrong one produces a feedback loop:
| property | meaning | use for |
|---|
pointer.gameScreenX / gameScreenY | canvas-relative position | anything that moves the camera |
pointer.gameWorldX / gameWorldY | projected into world space | picking and spawning objects |
pointer.gameLocalX / gameLocalY | relative to the region's ancestor container | hit-testing inside a container |
pointer.gameX / gameY | context-dependent — see below | region handlers on non-floating regions |
gameX/gameY is not a fixed coordinate space. The dispatcher rewrites it per
candidate just before calling your handler: world coordinates for a normal
region, screen coordinates for a isFloating === true region. On the global
event.POINTERMOVE broadcast it is set to the screen coordinates. When you
need one specific space, read gameWorldX/gameWorldY or
gameScreenX/gameScreenY by name rather than relying on gameX.
Using world coordinates for a camera-orbit drag means the same pixel maps to a
different world point every frame as the camera moves — the drag jumps wildly.
Pointer move and release outside a region
Region handlers only fire while the pointer is over the region. For drag
tracking, listen globally:
import { event } from "melonjs";
event.on(event.POINTERMOVE, (pointer) => { /* … */ });
There is no global pointer-up system event — event.ts publishes only
POINTERMOVE, POINTERLOCKCHANGE, DRAGSTART and DRAGEND. For "released
anywhere" you need a raw listener:
globalThis.addEventListener("pointerup", onRelease);
For plain drag-and-drop, Draggable / DropTarget already wire all of this up
(pointerdown / pointerup / pointercancel regions plus a global
POINTERMOVE listener) and emit event.DRAGSTART / event.DRAGEND. DRAGEND
still originates from a region handler, so it only fires when the release lands
on the draggable itself.
Gamepad
Gamepad input maps onto the same action strings, so game code does not branch:
input.bindGamepad(0,
{ type: "buttons", code: input.GAMEPAD.BUTTONS.FACE_1 },
input.KEY.X); // → the "jump" action bound above
Order matters: bindGamepad throws no action defined for keycode N if the
keycode has not already been passed to bindKey.
Axes use the same call with a threshold, and bind one half of the axis each
— the sign selects which half:
input.bindGamepad(0, { type: "axes", code: input.GAMEPAD.AXES.LX, threshold: -0.15 }, input.KEY.LEFT);
input.bindGamepad(0, { type: "axes", code: input.GAMEPAD.AXES.LX, threshold: 0.15 }, input.KEY.RIGHT);
threshold is added to the deadzone, it does not replace it. The test is
abs(value) >= deadzone + abs(threshold), so with the default deadzone of 0.1
a threshold of 0.5 does not fire until 0.6 of full travel, and 0.15 fires at
0.25. Pick the number you want the stick to break at and subtract the deadzone.
Raising setGamepadDeadzone moves every axis binding with it.
unbindGamepad(index, button, type?), setGamepadDeadzone(value) and
setGamepadMapping(id, mapping) complete the surface.
Which index to bind
Bindings are per pad index, and the index is plug order, not identity —
nothing reports which pad is "the" controller. Slot 0 is a guess: a wheel, a
spare pad or a keyboard-shaped device left plugged in can hold it for a whole
session while the player presses buttons on slot 1.
So a one-player game binds every slot it will accept to the same actions,
and lets activeGamepad() say which one is in use when something has to go
back the other way:
for (let pad = 0; pad < 4; pad++) {
input.bindGamepad(pad, { type: "buttons", code: input.GAMEPAD.BUTTONS.FACE_1 }, input.KEY.X);
}
input.activeGamepad(); // the last pad to produce a bound input, else the
// first connected one, else -1
Binding spare slots costs nothing: the poll skips a bound index with no pad in
it. activeGamepad() follows bound inputs only, which is what makes it an
answer about the player rather than about electrical noise — a worn stick at
rest reports movement for ever and would otherwise claim to be the active pad.
Rumble
input.vibrateGamepad(input.activeGamepad(), {
duration: 120, strongMagnitude: 0.6, weakMagnitude: 0.9,
});
input.stopGamepadVibration(index); // cut a long effect short
input.hasGamepadVibration(index); // for an options-screen toggle
Safe to call blind: no pad, no motors, or no Gamepad API at all resolves
false and does nothing, so game code never branches on support. Magnitudes
default to full — the underlying web API defaults every parameter to zero,
which makes a bare playEffect a silent no-op. A second call preempts the
first on the same pad, so a rapid series of hits reads as a rapid series of
hits rather than as a queue. For a SUSTAINED rumble issue one effect with a
long duration instead of calling every frame.
Hot-plugging needs no polling of your own — the engine listens for the browser's
own events and republishes them:
import { event } from "melonjs";
event.on(event.GAMEPAD_CONNECTED, (gamepad) => { /* gamepad.id, .index */ });
event.on(event.GAMEPAD_DISCONNECTED, (gamepad) => { /* pause, show a prompt */ });
Bindings survive a disconnect: they are attached to the index, not to the
device, so a pad unplugged and plugged back into the same slot keeps working.
Virtual controls
On-screen buttons synthesise key events, again reaching the same actions:
input.triggerKeyEvent(input.KEY.LEFT, true); // press
input.triggerKeyEvent(input.KEY.LEFT, false); // release
Symptom → cause
| symptom | cause |
|---|
| pointer handler never fires | isKinematic left at its true default |
| handlers fire twice, or on dead objects | registered in the constructor instead of onActivateEvent |
| camera drag jumps around | using world coordinates instead of gameScreenX/gameScreenY |
gameX holds screen coords where world coords were expected | read on event.POINTERMOVE, or on a floating region — use gameWorldX/gameWorldY |
| drag stops when leaving the object | region events end at the region — use event.POINTERMOVE |
| release never detected outside the region | no global pointer-up event — add a raw listener |
| jump fires every frame while held | bindKey without its third lock argument |
invalid event type thrown at registration | non-pointer name ("click", "mousedown", …) passed to registerPointerEvent |
no action defined for keycode N | bindGamepad called before bindKey for that keycode |
stick has to be pushed well past its threshold before it registers | threshold is ADDED to the deadzone, not used instead of it |
| one half of a stick does nothing | each half is a separate bindGamepad, chosen by the sign of threshold |
| a widget under an overlapping panel still reacts | the panel consumes nothing — return false from its onClick and onOver |
| a widget stays highlighted after the pointer moves onto a panel over it | the panel consumes no pointermove, so nothing takes the pointer off the widget |
a child's big z does not put it in front of another container | pos.z is container-local — use ancestor.moveToTop() on the container |
| every click in the game stops working | a handler on app.viewport returning false, which is asked first |
Related skills
melonjs-renderables — isKinematic also gates the physics broadphase
melonjs-ui-and-text — UISpriteElement and UITextButton handle this for you