/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); /** * @classdesc * [description] * * @class Button * @memberOf Phaser.Input.Gamepad * @constructor * @since 3.0.0 * * @param {Phaser.Input.Gamepad.Gamepad} pad - [description] * @param {integer} index - [description] */ var Button = new Class({ initialize: function Button (pad, index) { /** * [description] * * @name Phaser.Input.Gamepad.Button#pad * @type {Phaser.Input.Gamepad.Gamepad} * @since 3.0.0 */ this.pad = pad; /** * [description] * * @name Phaser.Input.Gamepad.Button#events * @type {Phaser.Events.EventEmitter} * @since 3.0.0 */ this.events = pad.events; /** * [description] * * @name Phaser.Input.Gamepad.Button#index * @type {integer} * @since 3.0.0 */ this.index = index; /** * Between 0 and 1. * * @name Phaser.Input.Gamepad.Button#value * @type {float} * @default 0 * @since 3.0.0 */ this.value = 0; /** * Can be set for Analogue buttons to enable a 'pressure' threshold before considered as 'pressed'. * * @name Phaser.Input.Gamepad.Button#threshold * @type {float} * @default 1 * @since 3.0.0 */ this.threshold = 1; /** * Is the Button being pressed down or not? * * @name Phaser.Input.Gamepad.Button#pressed * @type {boolean} * @default false * @since 3.0.0 */ this.pressed = false; }, /** * [description] * * @method Phaser.Input.Gamepad.Button#update * @since 3.0.0 * * @param {GamepadButton} data - [description] */ update: function (data) { this.value = data.value; if (this.value >= this.threshold) { if (!this.pressed) { this.pressed = true; this.events.emit('down', this.pad, this, this.value, data); } } else if (this.pressed) { this.pressed = false; this.events.emit('up', this.pad, this, this.value, data); } } }); module.exports = Button;