/** * @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 * Contains information about a specific Gamepad Axis. * Axis objects are created automatically by the Gamepad as they are needed. * * @class Axis * @memberof Phaser.Input.Gamepad * @constructor * @since 3.0.0 * * @param {Phaser.Input.Gamepad.Gamepad} pad - A reference to the Gamepad that this Axis belongs to. * @param {integer} index - The index of this Axis. */ var Axis = new Class({ initialize: function Axis (pad, index) { /** * A reference to the Gamepad that this Axis belongs to. * * @name Phaser.Input.Gamepad.Axis#pad * @type {Phaser.Input.Gamepad.Gamepad} * @since 3.0.0 */ this.pad = pad; /** * An event emitter to use to emit the axis events. * * @name Phaser.Input.Gamepad.Axis#events * @type {Phaser.Events.EventEmitter} * @since 3.0.0 */ this.events = pad.events; /** * The index of this Axis. * * @name Phaser.Input.Gamepad.Axis#index * @type {integer} * @since 3.0.0 */ this.index = index; /** * The raw axis value, between -1 and 1 with 0 being dead center. * Use the method `getValue` to get a normalized value with the threshold applied. * * @name Phaser.Input.Gamepad.Axis#value * @type {number} * @default 0 * @since 3.0.0 */ this.value = 0; /** * Movement tolerance threshold below which axis values are ignored in `getValue`. * * @name Phaser.Input.Gamepad.Axis#threshold * @type {number} * @default 0.1 * @since 3.0.0 */ this.threshold = 0.1; }, /** * Internal update handler for this Axis. * Called automatically by the Gamepad as part of its update. * * @method Phaser.Input.Gamepad.Axis#update * @private * @since 3.0.0 * * @param {number} value - The value of the axis movement. */ update: function (value) { this.value = value; }, /** * Applies the `threshold` value to the axis and returns it. * * @method Phaser.Input.Gamepad.Axis#getValue * @since 3.0.0 * * @return {number} The axis value, adjusted for the movement threshold. */ getValue: function () { return (Math.abs(this.value) < this.threshold) ? 0 : this.value; }, /** * Destroys this Axis instance and releases external references it holds. * * @method Phaser.Input.Gamepad.Axis#destroy * @since 3.10.0 */ destroy: function () { this.pad = null; this.events = null; } }); module.exports = Axis;