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General
Basics
- Getting Started
- Game API
- Input API
- Configuration
- Tile Maps
- Resource Management
- Entity Framework
- Control Entities
- User Interface
- utiLITI
- Deployment
- Savegames
- Libraries and Tools
- Glossary
Advanced
- The Particle System
- Dynamic Lighting
- Static Lighting
- Performance Optimization
- Custom MapObjectLoaders
- String Localization
- Object Serialization
- Utility Classes
- Network Communication
- Advanced Entity Knowledge
Tutorials
Player Input

Example snippet:
if (Input.mouse().isPressed() && Input.mouse().isLeftMouseButtonDown()) {
// do something when the left mouse button is pressed
}
Input.keyboard().onKeyReleased(KeyEvent.VK_ENTER, key -> {
// do something when "enter" is released
});
Input.keyboard().onKeyPressed(event -> {
if (event.getKeyCode() == KeyEvent.VK_BACK_SPACE) {
// do something when "backspace" is pressed
}
});
Input.gamepadManager().onPressed(Gamepad.Xbox.LEFT_STICK_Y, pollValue -> {
if (pollValue > 0) {
System.out.println("MOVE DOWN");
}
if (pollValue > 0) {
System.out.println("MOVE UP");
}
});
Input.gamepadManager().onPressed((button, value) -> {
// for simple buttons, the value doesn't really matter -> no need to check against it
if (button.equals(Gamepad.Xbox.A)) {
System.out.println("A PRESSED");
} else if (button.equals(Gamepad.Xbox.B)) {
System.out.println("B PRESSED");
}
});Last updated 2 months ago
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