Individual skill

melonjs-input

Use this skill for keyboard, pointer, mouse, touch and gamepad input in melonJS. Covers the bindKey action indirection, registerPointerEvent on regions, the isKinematic requirement that silently blocks pointer events, which of several overlapping objects receives an event and how to consume it, world vs screen pointer coordinates, and gamepad mapping onto the same actions. Triggers on: input, bindKey, isKeyPressed, KEY, registerPointerEvent, releasePointerEvent, pointerdown, pointerup, pointermove, POINTERMOVE, gamepad, bindGamepad, triggerKeyEvent, virtual gamepad, touch controls, joystick, gamepad-plugin, floating stick, floating button, floating joystick, two thumbs, tap to fire, hideAtRest, mobile controls, KEYDOWN, KEYUP, press any key, splash screen, click, touch, drag, hit test, event propagation, stop propagating, overlapping, which object gets the click.

packages/melonjs/skills/melonjs-input/SKILL.md

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Network or broad shell
Last checked
Nov 5, 2026

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6,440
Repository last updated
Nov 7, 2026
License
MIT

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# 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.

```js
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