new Gamepad(game)
The Gamepad class handles looking after gamepad input for your game. Remember to call gamepad.start(); expecting input!
HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE! At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports it via prefs flags (about:config, search gamepad). The browsers map the same controllers differently. This class has constans for Windows 7 Chrome mapping of XBOX 360 controller.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
- Source:
Members
-
<readonly> active
-
If the gamepad input is active or not - if not active it should not be updated from Input.js
- Source:
Properties:
Name Type Description active
boolean If the gamepad input is active or not.
-
callbackContext
-
- Source:
Properties:
Name Type Description callbackContext
Object The context under which the callbacks are run.
-
disabled
-
You can disable all Gamepad Input by setting disabled to true. While true all new input related events will be ignored.
- Default Value:
- false
- Source:
Properties:
Name Type Description disabled
boolean The disabled state of the Gamepad.
-
game
-
- Source:
Properties:
Name Type Description game
Phaser.Game Local reference to game.
-
onAxisCallback
-
- Source:
Properties:
Name Type Description onAxisCallback
function This callback is invoked every time any gamepad axis is changed.
-
onConnectCallback
-
- Source:
Properties:
Name Type Description onConnectCallback
function This callback is invoked every time any gamepad is connected
-
onDisconnectCallback
-
- Source:
Properties:
Name Type Description onDisconnectCallback
function This callback is invoked every time any gamepad is disconnected
-
onDownCallback
-
- Source:
Properties:
Name Type Description onDownCallback
function This callback is invoked every time any gamepad button is pressed down.
-
onFloatCallback
-
- Source:
Properties:
Name Type Description onFloatCallback
function This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
-
onUpCallback
-
- Source:
Properties:
Name Type Description onUpCallback
function This callback is invoked every time any gamepad button is released.
-
<readonly> pad1
-
Gamepad #1
- Source:
Properties:
Name Type Description pad1
boolean Gamepad #1;
-
<readonly> pad2
-
Gamepad #2
- Source:
Properties:
Name Type Description pad2
boolean Gamepad #2
-
<readonly> pad3
-
Gamepad #3
- Source:
Properties:
Name Type Description pad3
boolean Gamepad #3
-
<readonly> pad4
-
Gamepad #4
- Source:
Properties:
Name Type Description pad4
boolean Gamepad #4
-
<readonly> padsConnected
-
How many live gamepads are currently connected.
- Source:
Properties:
Name Type Description padsConnected
boolean How many live gamepads are currently connected.
-
<readonly> supported
-
Whether or not gamepads are supported in current browser.
- Source:
Properties:
Name Type Description supported
boolean Whether or not gamepads are supported in current browser.
Methods
-
addCallbacks(context, callbacks)
-
Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons
Parameters:
Name Type Description context
Object The context under which the callbacks are run.
callbacks
Object Object that takes six different callback methods: onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
- Source:
-
isDown(buttonCode) → {boolean}
-
Returns true if the button is currently pressed down, on ANY gamepad.
Parameters:
Name Type Description buttonCode
number The buttonCode of the button to check for.
- Source:
Returns:
True if a button is currently down.
- Type
- boolean
-
justPressed(buttonCode, duration) → {boolean}
-
Returns the "just pressed" state of a button from ANY gamepad connected. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
Parameters:
Name Type Argument Default Description buttonCode
number The buttonCode of the button to check for.
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(buttonCode, duration) → {boolean}
-
Returns the "just released" state of a button from ANY gamepad connected. Just released is considered as being true if the button was released within the duration given (default 250ms).
Parameters:
Name Type Argument Default Description buttonCode
number The buttonCode of the button to check for.
duration
number <optional>
250 The duration below which the button is considered as being just released.
- Source:
Returns:
True if the button is just released otherwise false.
- Type
- boolean
-
reset()
-
Reset all buttons/axes of all gamepads
- Source:
-
setDeadZones()
-
Sets the deadZone variable for all four gamepads
- Source:
-
start()
-
Starts the Gamepad event handling. This MUST be called manually before Phaser will start polling the Gamepad API.
- Source:
-
stop()
-
Stops the Gamepad event handling.
- Source: