readInputChanges
readInputChanges(
step,character,handle): readonlyInputChange[]
The changes of the button of handle within the tick being stepped,
in the order she made them, each with the room’s clock as it changed: a
tap shorter than a tick reads down then up, where readInput reads it
held for the tick. Each stands on step.tick, the tick being stepped,
which a re-run gives again. A rhythm game or a fighting game’s input buffer
reads it. At most maximumInputChanges changes of all the game’s
buttons ride one tick. The list is the engine’s own, written again by
the next call: copy what you keep. On the room every character’s, and on
a page her own character’s alone; no other page holds them.
Parameters
Section titled “Parameters”| Parameter | Type |
|---|---|
step |
SystemStep |
character |
Entity |
handle |
InputHandle<boolean> |
Returns
Section titled “Returns”readonly InputChange[]