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Multi Input Maze JS Game

Multi Input Maze is an exciting puzzle game that presents players with the task of navigating through a complex maze using various input methods. Unlike traditional mazes that rely solely on manual control, Multi Input Maze adds a dynamic twist by incorporating multiple input mechanisms such as voice commands, gestures, and button presses.

In this innovative game, players must utilize their problem-solving abilities and quick reflexes to decipher the intricacies of the maze. By strategically combining different inputs, they can manipulate the environment, open doors, activate switches, and overcome obstacles. Each input method offers a unique range of possibilities, requiring players to think creatively and adapt their strategies accordingly.

Multi Input Maze offers a refreshing and challenging experience for players of all ages, with its immersive gameplay and diverse input options. It encourages experimentation and provides a sense of achievement as players explore new ways to interact with the maze and progress towards the ultimate goal. Whether playing alone or engaging in multiplayer mode, Multi Input Maze promises hours of entertainment and mental stimulation.

Demo

I would recommend you don’t just copy and paste the code, just look at the code and type by understanding it.

HTML – Starter Template

<!doctype html>
<html lang="en">

<head>
    <!-- Required meta tags -->
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1">

    <!-- CSS -->
    <link rel="stylesheet" href="style.css">

    <title>Card Hover Effect - Anoncodes </title>
</head>

<body>
    <!-- Further code here -->

     <script src="script.js"></script>
</body>

</html>

Paste the below code in your <body> tag.

<!-- 
Originally just an idea and excuse to test the gamepad API 🎮, this spiraled out of control a little into a multi-input maze. You can navigate trough the maze, depending on your browser/os, by:
- clicking the up/down/left/rigt-buttons
- the arrow keys on your keyboard
- the WASD-keys on your keyboard if that is more your style
- by scrolling up/down or left/right
- by swiping if your device of choice has a touchscreen
- by tilting your device (if your device does not reuqire special permissions for that (i.e. is an iPhone))
- by typing up(), down(), left() or right() in the console
- and finally, by using a compatible gamepad, aka the original idea 🙃

The maze is randomly generated using the "recursive backtracking" algorithm. Found this to be the best option after starting from this SO-Answer: https://stackoverflow.com/a/23681987 and after reading this: http://weblog.jamisbuck.org/2010/12/27/maze-generation-recursive-backtracking"
-->
<div id="container">
	<div class="mbox">
	<div id="maze">
		<div id="thingie">
			<div class="emo" id="emo">🥺</div>
		</div>
		<div id="home">
			<div class="emo">🏠</div>
		</div>
		<div class="barrier" id="top"></div>
		<div class="barrier" id="bottom"></div>
	</div>
		</div>
	<div class="controls">
		<div class="buttons">
			<button class="btn" id="bu"><div class="chevron">↑</div></button>
			<button class="btn" id="bd"><div class="chevron">↓</div></button>
			<button class="btn" id="bl"><div class="chevron">←</div></button>
			<button class="btn" id="br"><div class="chevron">→</div></button>
		</div>
	</div>
</div>

CSS Code

Create a file style.css and paste the code below.

body {
	touch-action: pan-y;
}
#container {
	position: absolute;
	top: 0;
	left: 0;
	right: 0;
	bottom: 0;
	background: #222;
	display: grid;
	grid-template-rows: 60% 40%;
}

#maze {
	position: absolute;
	width: 340px;
	height: 240px;
	/*background: #39a;
	
	align-self: center;
	justify-self: center;
	place-self: center center;*/
	top: 30vh;
	left: 50%;
	transform: translate(-50%, -50%);
}

.mbox,
.controls {
	height: 100%;
	background: #222;
	display: grid;
}

.mbox {
}

.buttons {
	width: 210px;
	height: 140px;
	background: #222;
	align-self: center;
	justify-self: center;
	display: grid;
	grid-template-rows: 70px 70px;
	grid-template-columns: 70px 70px 70px;
}

.btn {
	width: 60px;
	height: 60px;
	border: 2px #fff solid;
	border-bottom: 2px #fff solid;
	align-self: center;
	justify-self: center;
	cursor: pointer;
	border-radius: 8px;
	display: grid;
	/*box-shadow: 4px 4px 10px rgba(255, 255, 255, 0.2);*/
}
.chevron {
	height: 20px;
	width: 20px;
	align-self: center;
	justify-self: center;
	color: #222;
	font-size: 20px;
	line-height: 20px;
	text-align: center;
	color: #fff;
}

#bu {
	grid-column-start: 2;
}
#bd {
	grid-column-start: 2;
	grid-row-start: 2;
}
#bl {
	grid-column-start: 1;
	grid-row-start: 2;
}
#br {
	grid-column-start: 3;
	grid-row-start: 2;
}

#thingie,
#home {
	position: absolute;
	top: 100px;
	left: 100px;
	width: 20px;
	height: 20px;
	border-radius: 20px;
	/*background: #39a;
	transition: all .1s;*/
}

.emo {
	position: absolute;
	top: 4px;
	left: 1px;
	width: 13px;
	height: 13px;
	border-radius: 20px;
	font-size: 15px;
	line-height: 15px;
	text-align: left;
}

.barrier {
	position: absolute;
	background: #fff;
}

#top {
	top: 20px;
	left: 20px;
	width: 300px;
	height: 2px;
}

#bottom {
	top: 220px;
	left: 20px;
	width: 302px;
	height: 2px;
}

/*style reset*/
button {
	display: inline-block;
	border: none;
	padding: none;
	margin: 0;
	outline: none;
	-webkit-appearance: none;
	-moz-appearance: none;
	background: none;
	-webkit-tap-highlight-color: transparent;
}

button:hover,
button:focus {
	-webkit-appearance: none;
}

button:focus {
	outline: none;
}

button:active {
	transform: scale(1);
	-webkit-appearance: none;
}

Javascript Code

Create a file index.js and paste the code below.

const cont = document.getElementById("container");
const maze = document.getElementById("maze");
const thingie = document.getElementById("thingie");
const home = document.getElementById("home");
const emo = document.getElementById("emo");

const bu = document.getElementById("bu");
const bd = document.getElementById("bd");
const bl = document.getElementById("bl");
const br = document.getElementById("br");

const step = 20;
const size = 20;
const bwidth = 2;
const mazeHeight = 200;
const mazeWidth = 300;
let nogoX = [];
let nogoX2 = [];
let nogoY = [];
let nogoY2 = [];
let prevDist = mazeWidth * 2;

//tilt vars
let lastUD = 0;
let lastLR = 0;
const mThreshold = 15;
let firstMove = true;
let allowTilt = true;

//swipe vars
const sThreshold = 15;

//scroll vars
const scThreshold = 20;

//generate sides and starting position
genSides();

//define size
let my = mazeHeight / step;
let mx = mazeWidth / step;

//create full grid
let grid = [];
for (let i = 0; i < my; i++) {
	let sg = [];
	for (let a = 0; a < mx; a++) {
		sg.push({ u: 0, d: 0, l: 0, r: 0, v: 0 });
	}
	grid.push(sg);
}

//create direction arrays
let dirs = ["u", "d", "l", "r"];
let modDir = {
	u: { y: -1, x: 0, o: "d" },
	d: { y: 1, x: 0, o: "u" },
	l: { y: 0, x: -1, o: "r" },
	r: { y: 0, x: 1, o: "l" }
};

//generate maze
genMaze(0, 0, 0);
drawMaze();

//get all the barriers
const barriers = document.getElementsByClassName("barrier");
for (let b = 0; b < barriers.length; b++) {
	nogoX.push(barriers[b].offsetLeft);
	nogoX2.push(barriers[b].offsetLeft + barriers[b].clientWidth);
	nogoY.push(barriers[b].offsetTop);
	nogoY2.push(barriers[b].offsetTop + barriers[b].clientHeight);
}
//console.log(nogoX, nogoX2, nogoY, nogoY2);

document.addEventListener("keydown", keys);

function keys(e) {
	let code = e.code;
	switch (code) {
		//arrows
		case "ArrowUp":
			up();
			break;
		case "ArrowDown":
			down();
			break;
		case "ArrowLeft":
			left();
			break;
		case "ArrowRight":
			right();
			break;
		//wasd
		case "KeyW":
			up();
			break;
		case "KeyS":
			down();
			break;
		case "KeyA":
			left();
			break;
		case "KeyD":
			right();
			break;
	}
}

bu.addEventListener("click", (e) => {
	up();
	firstMove = true;
});
bd.addEventListener("click", (e) => {
	down();
	firstMove = true;
});
bl.addEventListener("click", (e) => {
	left();
	firstMove = true;
});
br.addEventListener("click", (e) => {
	right();
	firstMove = true;
});

function up() {
	animKeys(bu);
	if (checkYboundry("u")) {
		thingie.style.top = thingie.offsetTop - step + "px";
		updateEmo(false);
	}
}

function down() {
	animKeys(bd);
	if (checkYboundry("d")) {
		thingie.style.top = thingie.offsetTop + step + "px";
		updateEmo(false);
	}
}

function left() {
	animKeys(bl);
	if (checkXboundry("l")) {
		thingie.style.left = thingie.offsetLeft - step + "px";
	}
	updateEmo(true);
}

function right() {
	animKeys(br);
	if (checkXboundry("r")) {
		thingie.style.left = thingie.offsetLeft + step + "px";
	}
	updateEmo(true);
}

//check if one can move horizontally
function checkXboundry(dir) {
	let x = thingie.offsetLeft;
	let y = thingie.offsetTop;
	let ok = [];
	let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);

	let check = 0;
	for (let i = 0; i < len; i++) {
		check = 0;
		if (y < nogoY[i] || y > nogoY2[i] - size) {
			check = 1;
		}
		if (dir === "r") {
			if (x < nogoX[i] - size || x > nogoX2[i] - size) {
				check = 1;
			}
		}
		if (dir === "l") {
			if (x < nogoX[i] || x > nogoX2[i]) {
				check = 1;
			}
		}
		ok.push(check);
	}
	//check what to return
	let res = ok.every(function (e) {
		return e > 0;
	});
	return res;
}

//check if one can move vertically
function checkYboundry(dir) {
	let x = thingie.offsetLeft;
	let y = thingie.offsetTop;
	let ok = [];
	let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);

	let check = 0;
	for (let i = 0; i < len; i++) {
		check = 0;
		if (x < nogoX[i] || x > nogoX2[i] - size) {
			check = 1;
		}
		if (dir === "u") {
			if (y < nogoY[i] || y > nogoY2[i]) {
				check = 1;
			}
		}
		if (dir === "d") {
			if (y < nogoY[i] - size || y > nogoY2[i] - size) {
				check = 1;
			}
		}
		ok.push(check);
	}
	//check what to return
	let res = ok.every(function (e) {
		return e > 0;
	});
	return res;
}

//generate sides with random entry and exit points
function genSides() {
	let max = mazeHeight / step;
	let l1 = Math.floor(Math.random() * max) * step;
	//let l1 = 0;
	let l2 = mazeHeight - step - l1;
	//console.log(l1, l2);

	let lb1 = document.createElement("div");
	lb1.style.top = step + "px";
	lb1.style.left = step + "px";
	lb1.style.height = l1 + "px";

	let lb2 = document.createElement("div");
	lb2.style.top = l1 + step * 2 + "px";
	lb2.style.left = step + "px";
	lb2.style.height = l2 + "px";

	let rb1 = document.createElement("div");
	rb1.style.top = step + "px";
	rb1.style.left = mazeWidth + step + "px";
	rb1.style.height = l2 + "px";

	let rb2 = document.createElement("div");
	rb2.style.top = l2 + step * 2 + "px";
	rb2.style.left = mazeWidth + step + "px";
	rb2.style.height = l1 + "px";

	//create invisible barriers for start and end: vertical left, vertical right, left top, left bottom, right top, right bottom
	nogoX.push(0, mazeWidth + 2 * step, 0, 0, mazeWidth + step, mazeWidth + step);
	nogoX2.push(
		0 + bwidth,
		mazeWidth + 2 * step + bwidth,
		step,
		step,
		mazeWidth + 2 * step,
		mazeWidth + 2 * step
	);
	nogoY.push(
		l1 + step,
		l2 + step,
		l1 + step,
		l1 + 2 * step,
		l2 + step,
		l2 + 2 * step
	);
	nogoY2.push(
		l1 + 2 * step,
		l2 + 2 * step,
		l1 + step + bwidth,
		l1 + 2 * step + bwidth,
		l2 + step + bwidth,
		l2 + 2 * step + bwidth
	);
	//set start-pos
	thingie.style.top = l1 + step + "px";
	thingie.style.left = 0 + "px";
	//set end-pos & store height of end
	home.style.top = l2 + step + "px";
	home.style.left = mazeWidth + step + "px";

	//style & append
	let els = [lb1, lb2, rb1, rb2];
	for (let i = 0; i < els.length; i++) {
		confSideEl(els[i]);
		maze.appendChild(els[i]);
	}
}

function confSideEl(el) {
	el.setAttribute("class", "barrier");
	el.style.width = bwidth + "px";
}

//gen maze using Recursive Backtracking
function genMaze(cx, cy, s) {
	// shuffle unchecked directions
	let d = limShuffle(dirs, s);

	for (let i = 0; i < d.length; i++) {
		let nx = cx + modDir[d[i]].x;
		let ny = cy + modDir[d[i]].y;
		grid[cy][cx].v = 1;

		if (nx >= 0 && nx < mx && ny >= 0 && ny < my && grid[ny][nx].v === 0) {
			grid[cy][cx][d[i]] = 1;
			grid[ny][nx][modDir[d[i]].o] = 1;
			//avoid shuffling d if d's not exhausted.. hence the i
			genMaze(nx, ny, i);
		}
	}
}

//draw maze
function drawMaze() {
	for (let x = 0; x < mx; x++) {
		for (let y = 0; y < my; y++) {
			let l = grid[y][x].l;
			let r = grid[y][x].r;
			let u = grid[y][x].u;
			let d = grid[y][x].d;

			drawLines(x, y, l, r, u, d);
		}
	}
}

//draw the actual lines
function drawLines(x, y, l, r, u, d) {
	let top = (y + 1) * step;
	let left = (x + 1) * step;
	if (l === 0 && x > 0) {
		let el = document.createElement("div");
		el.style.left = left + "px";
		el.style.height = step + "px";
		el.style.top = top + "px";
		el.setAttribute("class", "barrier");
		el.style.width = bwidth + "px";
		maze.appendChild(el);
	}

	if (d === 0 && y < my - 1) {
		let el = document.createElement("div");
		el.style.left = left + "px";
		el.style.height = bwidth + "px";
		el.style.top = top + step + "px";
		el.setAttribute("class", "barrier");
		el.style.width = step + bwidth + "px";
		maze.appendChild(el);
	}
}

function limShuffle(array, s) {
	let con = array.slice(0, s);
	let ran = array.slice(s, array.length);

	for (let i = ran.length - 1; i > 0; i--) {
		const j = Math.floor(Math.random() * (i + 1));
		//console.log(i, j);
		[ran[i], ran[j]] = [ran[j], ran[i]];
	}
	let comb = con.concat(ran);
	return comb;
}

function animKeys(key) {
	if (key.id === "bu") {
		key.style.border = "3px #fff solid";
		key.style.borderTop = "1px #fff solid";
		key.style.borderBottom = "4px #fff solid";
		key.style.transform = "translateY(-2px)";
	}
	if (key.id === "bd") {
		key.style.border = "3px #fff solid";
		key.style.borderBottom = "1px #fff solid";
		key.style.borderTop = "4px #fff solid";
		key.style.transform = "translateY(2px)";
	}
	if (key.id === "bl") {
		key.style.border = "3px #fff solid";
		key.style.borderLeft = "1px #fff solid";
		key.style.borderRight = "4px #fff solid";
		key.style.transform = "translateX(-2px)";
	}
	if (key.id === "br") {
		key.style.border = "3px #fff solid";
		key.style.borderRight = "1px #fff solid";
		key.style.borderLeft = "4px #fff solid";
		key.style.transform = "translateX(2px)";
	}

	//reset
	setTimeout(() => {
		key.style.border = "2px #fff solid";
		key.style.borderTop = "2px #fff solid";
		key.style.borderBottom = "2px #fff solid";
		key.style.borderLeft = "2px #fff solid";
		key.style.borderRight = "2px #fff solid";
		key.style.transform = "translateY(0px)";
		key.style.transform = "translateX(0px)";
	}, "150");
}

let maxl = 0;
let prevl = 0;
function updateEmo(lr) {
	//simple/manual emo-adjustment - old
	if (lr) {
		if (thingie.offsetLeft < maxl) {
			emo.innerHTML = "🙄";
		}
		if (thingie.offsetLeft < maxl - 2 * step) {
			emo.innerHTML = "😒";
		}
		if (thingie.offsetLeft < maxl - 4 * step) {
			emo.innerHTML = "😣";
		}
		if (thingie.offsetLeft < maxl - 6 * step) {
			emo.innerHTML = "🤬";
		}
		if (thingie.offsetLeft > prevl) {
			emo.innerHTML = "😐";
		}
		if (thingie.offsetLeft >= maxl) {
			if (thingie.offsetLeft > mazeWidth * 0.6) {
				emo.innerHTML = "😀";
			} else {
				emo.innerHTML = "🙂";
			}
			maxl = thingie.offsetLeft;
		}
		if (thingie.offsetLeft === 0) {
			emo.innerHTML = "😢";
		}
		if (
			thingie.offsetLeft > mazeWidth - step &&
			thingie.offsetTop === home.offsetTop
		) {
			emo.innerHTML = "🤗";
			home.innerHTML = "🏠";
		}
		if (thingie.offsetLeft > mazeWidth) {
			emo.innerHTML = "";
			home.innerHTML = "🥳";
		}
		prevl = thingie.offsetLeft;
	} else {
		if (thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop === home.offsetTop) {
			emo.innerHTML = "🤗";
		}else{
			if(thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop != home.offsetTo){
				emo.innerHTML = "🙄";
			}
		}
	}

	// 	//Variant: Detect distance to target using old Greeks: Phytagoras (More scientifically interesting, but somehow less funny 🙃)
	// 	let h = home.offsetLeft - thingie.offsetLeft;
	// 	let v = Math.abs(home.offsetTop - thingie.offsetTop);
	// 	let dist = Math.hypot(h, v);
	// 	console.log(h, v, dist);

	// 	//dist = h;

	// 	//dynamic stuff
	// 	if (dist <= prevDist) {
	// 		//happy
	// 		emo.innerHTML = "😀";
	// 	} else {
	// 		//sad
	// 		emo.innerHTML = "🙄";
	// 	}

	// 	//fixed values
	// 	if (dist === 20) {
	// 		emo.innerHTML = "🤗";
	// 	}
	// 	if (dist === 0) {
	// 		emo.innerHTML = "🥳";
	// 		home.innerHTML = "";
	// 	} else {
	// 		home.innerHTML = "🏠";
	// 	}

	// 	prevDist = dist;
}

//navigate with tilting
window.addEventListener("deviceorientation", handleOrientation);

function tiltTimer() {
	allowTilt = false;
	setTimeout(() => {
		allowTilt = true;
	}, "200");
}

function handleOrientation(e) {
	//up/down = beta (smaller = up)
	//left/right = gamma (neg = left)

	if (firstMove) {
		lastUD = e.beta;
		lastLR = e.gamma;
		firstMove = false;
	}
	if (allowTilt) {
		if (e.beta < lastUD - mThreshold) {
			up();
			tiltTimer();
		}
		if (e.beta > lastUD + mThreshold) {
			down();
			tiltTimer();
		}
		if (e.gamma < lastLR - mThreshold) {
			left();
			tiltTimer();
		}
		if (e.gamma > lastLR + mThreshold) {
			right();
			tiltTimer();
		}
	}
}

//navigate with controller
let haveEvents = "ongamepadconnected" in window;
let gp = [];
let allowU = true;
let allowD = true;
let allowL = true;
let allowR = true;

let allowAU = true;
let allowAD = true;
let allowAL = true;
let allowAR = true;

window.addEventListener("gamepadconnected", connectGamepad);
window.addEventListener("gamepaddisconnected", disconnectGamepad);

function disconnectGamepad() {
	gp = [];
}

function connectGamepad(e) {
	console.log("trying to connect");
	gp[0] = e.gamepad;
	requestAnimationFrame(updateStatus);
}

function updateStatus() {
	if (!haveEvents) {
		scangamepads();
	}

	for (let i = 0; i < gp[0].buttons.length; i++) {
		//up
		if (gp[0].buttons[12].pressed) {
			if (allowU) {
				up();
				gpTimer("u");
			}
		}
		if (gp[0].buttons[12].pressed === false) {
			allowU = true;
		}

		//down
		if (gp[0].buttons[13].pressed) {
			if (allowD) {
				down();
				gpTimer("d");
			}
		}
		if (gp[0].buttons[13].pressed === false) {
			allowD = true;
		}

		//left
		if (gp[0].buttons[14].pressed) {
			if (allowL) {
				left();
				gpTimer("l");
			}
		}
		if (gp[0].buttons[14].pressed === false) {
			allowL = true;
		}

		//up
		if (gp[0].buttons[15].pressed) {
			if (allowR) {
				right();
				gpTimer("r");
			}
		}
		if (gp[0].buttons[15].pressed === false) {
			allowR = true;
		}
	}

	for (let j = 0; j < gp[0].axes.length; j++) {
		//console.log(gp[0].axes[3]);
		if (gp[0].axes[1] < -0.8 || gp[0].axes[3] < -0.8) {
			if (allowAU) {
				up();
				gpATimer("u");
			}
		}
		if (gp[0].axes[1] > 0.8 || gp[0].axes[3] > 0.8) {
			if (allowAD) {
				down();
				gpATimer("d");
			}
		}
		if (gp[0].axes[0] < -0.8 || gp[0].axes[2] < -0.8) {
			if (allowAL) {
				left();
				gpATimer("l");
			}
		}
		if (gp[0].axes[0] > 0.8 || gp[0].axes[2] > 0.8) {
			if (allowAR) {
				right();
				gpATimer("r");
			}
		}
	}

	requestAnimationFrame(updateStatus);
}

function scangamepads() {
	var gamepads = navigator.getGamepads
		? navigator.getGamepads()
		: navigator.webkitGetGamepads
		? navigator.webkitGetGamepads()
		: [];
	for (var i = 0; i < gamepads.length; i++) {
		if (gamepads[i]) {
			if (gamepads[i].index in gp) {
				gp[gamepads[i].index] = gamepads[i];
			} else {
				addgamepad(gamepads[i]);
			}
		}
	}
}

if (!haveEvents) {
	setInterval(scangamepads, 500);
}

function gpTimer(adir) {
	switch (adir) {
		case "u":
			allowU = false;
			break;

		case "d":
			allowD = false;
			break;

		case "l":
			allowL = false;
			break;

		case "r":
			allowR = false;
			break;
	}

	setTimeout(() => {
		allowU = true;
		allowD = true;
		allowL = true;
		allowR = true;
	}, "200");
}

function gpATimer(adir) {
	switch (adir) {
		case "u":
			allowAU = false;
			break;

		case "d":
			allowAD = false;
			break;

		case "l":
			allowAL = false;
			break;

		case "r":
			allowAR = false;
			break;
	}

	setTimeout(() => {
		allowAU = true;
		allowAD = true;
		allowAL = true;
		allowAR = true;
	}, "200");
}



//Navigate with swipe
let lasttouchpY = 0;
let lasttouchpX = 0;
cont.addEventListener("touchstart", (e) => {
	lasttouchpY = e.changedTouches[0].pageY;
	lasttouchpX = e.changedTouches[0].pageX;
});

cont.addEventListener("touchmove", (e) => {
	e.preventDefault();
	//console.log("touch " + e.changedTouches[0].pageY);
	let diffY = e.changedTouches[0].pageY - lasttouchpY;
	let diffX = e.changedTouches[0].pageX - lasttouchpX;
	if (diffY > sThreshold) {
		down();
		lasttouchpY = e.changedTouches[0].pageY;
	} else {
		if (diffY < -1 * sThreshold) {
			up();
			lasttouchpY = e.changedTouches[0].pageY;
		}
	}
	if (diffX > sThreshold) {
		right();
		lasttouchpX = e.changedTouches[0].pageX;
	} else {
		if (diffX < -1 * sThreshold) {
			left();
			lasttouchpX = e.changedTouches[0].pageX;
		}
	}
});

//Navigate with scrolling
let lastscrollpY = 0;
let lastscrollpX = 0;
cont.addEventListener("wheel", (e) => {
	//console.log("scrollY: " + e.deltaY + " scrollX: " + e.deltaX);

	//handle Y scrolling
	lastscrollpY = lastscrollpY + e.deltaY;
	if (lastscrollpY > 0 && e.deltaY < 0) {
		lastscrollpY = 0;
	}
	if (lastscrollpY < 0 && e.deltaY > 0) {
		lastscrollpY = 0;
	}

	if (lastscrollpY > scThreshold) {
		up();
		lastscrollpY = 0;
	}
		if (lastscrollpY < (-1 * scThreshold)) {
		down();
		lastscrollpY = 0;
	}
	
	//handle X scrolling
	lastscrollpX = lastscrollpX + e.deltaX;
	if (lastscrollpX > 0 && e.deltaX < 0) {
		lastscrollpX = 0;
	}
	if (lastscrollpX < 0 && e.deltaX > 0) {
		lastscrollpX = 0;
	}

	if (lastscrollpX > scThreshold) {
		left();
		lastscrollpX = 0;
	}
		if (lastscrollpX < (-1 * scThreshold)) {
		right();
		lastscrollpX = 0;
	}
});

Written By : @anoncodes

Code Credit : @nitnelav


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