binds this player's own action to keyboard keys, independent of any other player's binding for the same action name
binds this player's own action to an axis direction on their own padIndex
binds this player's own action to a button on their own padIndex
binds this player's own action to an on-screen touch control, independent of any other player's binding for the same action name
every key/pad binding for this player's own action, in the same shape Input.exportBindings uses
presses this player's own touch control, bound previously with bindTouch
A player-scoped view over
mwg/core'sInputmodule for same-screen local multiplayer.Inputhas no concept of a player:Actionis a bare string, and itsbindings/held/onActionall live at module scope. Binding the same action name to two pads directly -Input.bindButton('confirm', 0, [0])andInput.bindButton('confirm', 1, [0])- does not give two independent "confirm"s; both bindings land in the very same action's key set, so either pad pressing it fires the one sharedonAction, with no way to tell which pad did.This does not change
Inputitself - it is a thin, purely additive naming convention: every action aPlayerInputbinds or queries is transparently prefixed with this player's ownid, so two players' "confirm" become two distinct actions ("p1:confirm","p2:confirm") that never collide. A single-player game usingInput's bare action names directly is entirely unaffected.Example