new GamepadButton(pad, buttonCode)
If you need more fine-grained control over the handling of specific buttons you can create and use Phaser.GamepadButton objects.
Parameters:
Name | Type | Description |
---|---|---|
pad |
Phaser.SinglePad | A reference to the gamepad that owns this button. |
buttonCode |
number | The button code this GamepadButton is responsible for. |
- Source:
Members
-
buttonCode
-
- Source:
Properties:
Name Type Description buttonCode
number The buttoncode of this button.
-
duration
-
If the button is down this value holds the duration of that button press and is constantly updated. If the button is up it holds the duration of the previous down session.
- Default Value:
- 0
- Source:
Properties:
Name Type Description duration
number The number of milliseconds this button has been held down for.
-
game
-
- Source:
Properties:
Name Type Description game
Phaser.Game A reference to the currently running game.
-
isDown
-
- Default Value:
- false
- Source:
Properties:
Name Type Description isDown
boolean The "down" state of the button.
-
isUp
-
- Default Value:
- true
- Source:
Properties:
Name Type Description isUp
boolean The "up" state of the button.
-
onDown
-
- Source:
Properties:
Name Type Description onDown
Phaser.Signal This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
-
onFloat
-
- Source:
Properties:
Name Type Description onFloat
Phaser.Signal This Signal is dispatched every time this GamepadButton changes floating value (between (but not exactly) 0 and 1)
-
onUp
-
- Source:
Properties:
Name Type Description onUp
Phaser.Signal This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
-
pad
-
- Source:
Properties:
Name Type Description pad
Phaser.SinglePad A reference to the gamepad that owns this button.
-
repeats
-
- Default Value:
- 0
- Source:
Properties:
Name Type Description repeats
number If a button is held down this holds down the number of times the button has 'repeated'.
-
timeDown
-
- Default Value:
- 0
- Source:
Properties:
Name Type Description timeDown
number The timestamp when the button was last pressed down.
-
timeUp
-
- Default Value:
- 0
- Source:
Properties:
Name Type Description timeUp
number The timestamp when the button was last released.
-
value
-
- Default Value:
- 0
- Source:
Properties:
Name Type Description value
number Button value. Mainly useful for checking analog buttons (like shoulder triggers)
Methods
-
destroy()
-
Destroys this GamepadButton, this disposes of the onDown, onUp and onFloat signals and clears the pad and game references.
- Source:
-
justPressed(duration) → {boolean}
-
Returns the "just pressed" state of this button. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
Parameters:
Name Type Argument Default Description duration
number <optional>
250 The duration below which the button is considered as being just pressed.
- Source:
Returns:
True if the button is just pressed otherwise false.
- Type
- boolean
-
justPressed(duration) → {boolean}
-
Returns the "just released" state of this button. Just released is considered as being true if the button was released within the duration given (default 250ms).
Parameters:
Name Type Argument Default Description duration
number <optional>
250 The duration below which the button is considered as being just released.
- Source:
Returns:
True if the button is just pressed otherwise false.
- Type
- boolean
-
<protected> processButtonDown(value)
-
Called automatically by Phaser.SinglePad.
Parameters:
Name Type Description value
number Button value
- Source:
-
<protected> processButtonFloat(value)
-
Called automatically by Phaser.SinglePad.
Parameters:
Name Type Description value
number Button value
- Source:
-
<protected> processButtonUp(value)
-
Called automatically by Phaser.SinglePad.
Parameters:
Name Type Description value
number Button value
- Source:
-
reset()
-
Resets this GamepadButton, changing it to an isUp state and resetting the duration and repeats counters.
- Source: