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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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2014-04-10 22:13:43 +00:00
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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2014-02-05 06:29:17 +00:00
<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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2014-02-05 06:29:17 +00:00
<a href="Phaser.TilemapParser.html">TilemapParser</a>
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2014-02-05 06:29:17 +00:00
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2014-02-05 06:29:17 +00:00
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2014-02-05 06:29:17 +00:00
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2014-02-05 06:29:17 +00:00
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2014-02-05 06:29:17 +00:00
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2014-02-05 06:29:17 +00:00
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<a href="Phaser.Video.html">Video</a>
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<a href="Phaser.Weapon.html">Weapon</a>
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<a href="Phaser.World.html">World</a>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
2014-11-15 20:01:46 +00:00
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.EarCut.html">EarCut</a>
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<a href="PIXI.Strip.html">Strip</a>
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<a href="PIXI.StripShader.html">StripShader</a>
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2014-11-25 00:23:44 +00:00
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
2014-11-15 20:01:46 +00:00
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<a href="global.html#blendModes">blendModes</a>
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CENTER">CENTER</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#CREATURE">CREATURE</a>
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<a href="global.html#displayList">displayList</a>
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<a href="global.html#DOWN">DOWN</a>
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2016-06-17 00:11:24 +00:00
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2016-02-08 17:01:36 +00:00
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2016-06-09 16:13:31 +00:00
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2015-07-22 14:31:30 +00:00
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2016-06-17 00:11:24 +00:00
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2015-07-22 14:31:30 +00:00
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
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<a href="global.html#TEXT">TEXT</a>
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<a href="global.html#TILEMAP">TILEMAP</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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2016-06-17 00:11:24 +00:00
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<a href="global.html#TOP_CENTER">TOP_CENTER</a>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#VERTICAL">VERTICAL</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#VIDEO">VIDEO</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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</ul>
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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2014-11-25 00:23:44 +00:00
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2015-01-06 06:57:25 +00:00
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2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
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2014-11-15 20:01:46 +00:00
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<div class="row-fluid">
<div class="span12">
<div id="main">
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<h1 class="page-title">Source: src/input/SinglePad.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author @karlmacklin &lt;tacklemcclean@gmail.com>
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* @author Richard Davey &lt;rich@photonstorm.com>
2016-04-22 14:15:28 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A single Phaser Gamepad
*
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* @class Phaser.SinglePad
* @constructor
* @param {Phaser.Game} game - Current game instance.
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* @param {object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)
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*/
Phaser.SinglePad = function (game, padParent) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
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* @property {number} index - The gamepad index as per browsers data
* @readonly
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*/
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this.index = null;
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/**
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* @property {boolean} connected - Whether or not this particular gamepad is connected or not.
* @readonly
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*/
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this.connected = false;
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/**
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* @property {object} callbackContext - The context under which the callbacks are run.
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*/
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this.callbackContext = this;
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/**
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* @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected
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*/
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this.onConnectCallback = null;
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/**
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* @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected
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*/
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this.onDisconnectCallback = null;
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/**
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* @property {function} onDownCallback - This callback is invoked every time a button is pressed down.
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*/
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this.onDownCallback = null;
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/**
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* @property {function} onUpCallback - This callback is invoked every time a gamepad button is released.
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*/
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this.onUpCallback = null;
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/**
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* @property {function} onAxisCallback - This callback is invoked every time an axis is changed.
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*/
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this.onAxisCallback = null;
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/**
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* @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value &lt; 1.
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*/
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this.onFloatCallback = null;
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/**
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* @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.
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*/
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this.deadZone = 0.26;
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/**
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* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
* @private
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*/
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this._padParent = padParent;
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/**
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* @property {object} _rawPad - The 'raw' gamepad data.
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* @private
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*/
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this._rawPad = null;
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/**
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* @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.
* @private
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*/
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this._prevTimestamp = null;
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/**
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* @property {Array} _buttons - Array of Phaser.DeviceButton objects. This array is populated when the gamepad is connected.
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* @private
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*/
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this._buttons = [];
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/**
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* @property {number} _buttonsLen - Length of the _buttons array.
* @private
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*/
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this._buttonsLen = 0;
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/**
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* @property {Array} _axes - Current axes state.
* @private
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*/
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this._axes = [];
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/**
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* @property {number} _axesLen - Length of the _axes array.
* @private
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*/
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this._axesLen = 0;
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};
Phaser.SinglePad.prototype = {
/**
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* Add callbacks to this Gamepad to handle connect / disconnect / button down / button up / axis change / float value buttons.
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*
* @method Phaser.SinglePad#addCallbacks
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* @param {object} context - The context under which the callbacks are run.
* @param {object} callbacks - Object that takes six different callbak methods:
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* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
*/
addCallbacks: function (context, callbacks) {
if (typeof callbacks !== 'undefined')
{
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
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this.callbackContext = context;
}
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},
/**
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* Gets a DeviceButton object from this controller to be stored and referenced locally.
* The DeviceButton object can then be polled, have events attached to it, etc.
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*
* @method Phaser.SinglePad#getButton
* @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0, Phaser.Gamepad.XBOX360_A, etc.
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* @return {Phaser.DeviceButton} The DeviceButton object which you can store locally and reference directly.
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*/
getButton: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode];
}
else
{
return null;
}
},
/**
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* Main update function called by Phaser.Gamepad.
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*
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* @method Phaser.SinglePad#pollStatus
*/
pollStatus: function () {
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if (!this.connected || !this.game.input.enabled || !this.game.input.gamepad.enabled || (this._rawPad.timestamp &amp;&amp; (this._rawPad.timestamp === this._prevTimestamp)))
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{
return;
}
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for (var i = 0; i &lt; this._buttonsLen; i++)
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{
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var rawButtonVal = isNaN(this._rawPad.buttons[i]) ? this._rawPad.buttons[i].value : this._rawPad.buttons[i];
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if (rawButtonVal !== this._buttons[i].value)
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{
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if (rawButtonVal === 1)
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{
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this.processButtonDown(i, rawButtonVal);
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}
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else if (rawButtonVal === 0)
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{
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this.processButtonUp(i, rawButtonVal);
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}
else
{
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this.processButtonFloat(i, rawButtonVal);
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}
}
}
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for (var index = 0; index &lt; this._axesLen; index++)
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{
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var value = this._rawPad.axes[index];
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if ((value > 0 &amp;&amp; value > this.deadZone) || (value &lt; 0 &amp;&amp; value &lt; -this.deadZone))
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{
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this.processAxisChange(index, value);
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}
else
{
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this.processAxisChange(index, 0);
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}
}
this._prevTimestamp = this._rawPad.timestamp;
},
/**
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* Gamepad connect function, should be called by Phaser.Gamepad.
*
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* @method Phaser.SinglePad#connect
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* @param {object} rawPad - The raw gamepad object
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*/
connect: function (rawPad) {
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var triggerCallback = !this.connected;
this.connected = true;
this.index = rawPad.index;
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this._rawPad = rawPad;
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this._buttons = [];
this._buttonsLen = rawPad.buttons.length;
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this._axes = [];
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this._axesLen = rawPad.axes.length;
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for (var a = 0; a &lt; this._axesLen; a++)
{
this._axes[a] = rawPad.axes[a];
}
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for (var buttonCode in rawPad.buttons)
{
buttonCode = parseInt(buttonCode, 10);
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this._buttons[buttonCode] = new Phaser.DeviceButton(this, buttonCode);
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}
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if (triggerCallback &amp;&amp; this._padParent.onConnectCallback)
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{
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this._padParent.onConnectCallback.call(this._padParent.callbackContext, this.index);
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}
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if (triggerCallback &amp;&amp; this.onConnectCallback)
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{
this.onConnectCallback.call(this.callbackContext);
}
},
/**
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* Gamepad disconnect function, should be called by Phaser.Gamepad.
*
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* @method Phaser.SinglePad#disconnect
*/
disconnect: function () {
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var triggerCallback = this.connected;
var disconnectingIndex = this.index;
this.connected = false;
this.index = null;
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this._rawPad = undefined;
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for (var i = 0; i &lt; this._buttonsLen; i++)
{
this._buttons[i].destroy();
}
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this._buttons = [];
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this._buttonsLen = 0;
this._axes = [];
this._axesLen = 0;
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if (triggerCallback &amp;&amp; this._padParent.onDisconnectCallback)
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{
this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);
}
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if (triggerCallback &amp;&amp; this.onDisconnectCallback)
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{
this.onDisconnectCallback.call(this.callbackContext);
}
},
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/**
* Destroys this object and associated callback references.
*
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* @method Phaser.SinglePad#destroy
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*/
destroy: function () {
this._rawPad = undefined;
for (var i = 0; i &lt; this._buttonsLen; i++)
{
this._buttons[i].destroy();
}
this._buttons = [];
this._buttonsLen = 0;
this._axes = [];
this._axesLen = 0;
this.onConnectCallback = null;
this.onDisconnectCallback = null;
this.onDownCallback = null;
this.onUpCallback = null;
this.onAxisCallback = null;
this.onFloatCallback = null;
},
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/**
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* Handles changes in axis.
*
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* @method Phaser.SinglePad#processAxisChange
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* @param {object} axisState - State of the relevant axis
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*/
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processAxisChange: function (index, value) {
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if (this._axes[index] === value)
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{
return;
}
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this._axes[index] = value;
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if (this._padParent.onAxisCallback)
{
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this._padParent.onAxisCallback.call(this._padParent.callbackContext, this, index, value);
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}
if (this.onAxisCallback)
{
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this.onAxisCallback.call(this.callbackContext, this, index, value);
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}
},
/**
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* Handles button down press.
*
* @method Phaser.SinglePad#processButtonDown
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* @param {number} buttonCode - Which buttonCode of this button
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* @param {object} value - Button value
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*/
processButtonDown: function (buttonCode, value) {
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if (this._buttons[buttonCode])
{
this._buttons[buttonCode].start(null, value);
}
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if (this._padParent.onDownCallback)
{
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this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
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}
if (this.onDownCallback)
{
this.onDownCallback.call(this.callbackContext, buttonCode, value);
}
},
/**
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* Handles button release.
*
* @method Phaser.SinglePad#processButtonUp
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* @param {number} buttonCode - Which buttonCode of this button
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* @param {object} value - Button value
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*/
processButtonUp: function (buttonCode, value) {
if (this._padParent.onUpCallback)
{
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this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
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}
if (this.onUpCallback)
{
this.onUpCallback.call(this.callbackContext, buttonCode, value);
}
if (this._buttons[buttonCode])
{
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this._buttons[buttonCode].stop(null, value);
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}
},
/**
* Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button)
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*
* @method Phaser.SinglePad#processButtonFloat
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* @param {number} buttonCode - Which buttonCode of this button
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* @param {object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.
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*/
processButtonFloat: function (buttonCode, value) {
if (this._padParent.onFloatCallback)
{
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this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
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}
if (this.onFloatCallback)
{
this.onFloatCallback.call(this.callbackContext, buttonCode, value);
}
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if (this._buttons[buttonCode])
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{
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this._buttons[buttonCode].padFloat(value);
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}
},
/**
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* Returns value of requested axis.
*
* @method Phaser.SinglePad#axis
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* @param {number} axisCode - The index of the axis to check
* @return {number} Axis value if available otherwise false
*/
axis: function (axisCode) {
if (this._axes[axisCode])
{
return this._axes[axisCode];
}
return false;
},
/**
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* Returns true if the button is pressed down.
*
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* @method Phaser.SinglePad#isDown
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* @param {number} buttonCode - The buttonCode of the button to check.
* @return {boolean} True if the button is pressed down.
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*/
isDown: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].isDown;
}
return false;
},
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/**
* Returns true if the button is not currently pressed.
*
* @method Phaser.SinglePad#isUp
* @param {number} buttonCode - The buttonCode of the button to check.
* @return {boolean} True if the button is not currently pressed down.
*/
isUp: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].isUp;
}
return false;
},
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/**
* Returns the "just released" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms).
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*
* @method Phaser.SinglePad#justReleased
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* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
* @return {boolean} True if the button is just released otherwise false.
*/
justReleased: function (buttonCode, duration) {
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if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].justReleased(duration);
}
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},
/**
* Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
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*
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* @method Phaser.SinglePad#justPressed
* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
* @return {boolean} True if the button is just pressed otherwise false.
*/
justPressed: function (buttonCode, duration) {
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if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].justPressed(duration);
}
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},
/**
* Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example
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* analog trigger buttons on the XBOX 360 controller.
*
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* @method Phaser.SinglePad#buttonValue
* @param {number} buttonCode - The buttonCode of the button to check.
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* @return {number} Button value if available otherwise null. Be careful as this can incorrectly evaluate to 0.
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*/
buttonValue: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].value;
}
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return null;
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},
/**
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* Reset all buttons/axes of this gamepad.
*
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* @method Phaser.SinglePad#reset
*/
reset: function () {
for (var j = 0; j &lt; this._axes.length; j++)
{
this._axes[j] = 0;
}
}
};
Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
</pre>
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