new SinglePad(game, padParent)
Parameters:
Name | Type | Description |
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game |
Phaser.Game | Current game instance. |
padParent |
Object | The parent Phaser.Gamepad object (all gamepads reside under this) |
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Members
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_index
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- Default Value:
- null
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Properties:
Name Type Description index
number The gamepad index as per browsers data
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_padParent
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Properties:
Name Type Description padParent
Phaser.Gamepad Main Phaser Gamepad object
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callbackContext
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Properties:
Name Type Description callbackContext
Object The context under which the callbacks are run.
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<readonly> connected
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Whether or not this particular gamepad is connected or not.
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Properties:
Name Type Description connected
boolean Whether or not this particular gamepad is connected or not.
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deadZone
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Properties:
Name Type Description deadZone
number Dead zone for axis feedback - within this value you won't trigger updates.
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game
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Properties:
Name Type Description game
Phaser.Game Local reference to game.
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<readonly> index
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Gamepad index as per browser data
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Properties:
Name Type Description index
number The gamepad index, used to identify specific gamepads in the browser
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onAxisCallback
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Properties:
Name Type Description onAxisCallback
function This callback is invoked every time an axis is changed.
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onConnectCallback
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Properties:
Name Type Description onConnectCallback
function This callback is invoked every time this gamepad is connected
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onDisconnectCallback
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Properties:
Name Type Description onDisconnectCallback
function This callback is invoked every time this gamepad is disconnected
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onDownCallback
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Properties:
Name Type Description onDownCallback
function This callback is invoked every time a button is pressed down.
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onFloatCallback
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Properties:
Name Type Description onFloatCallback
function This callback is invoked every time a button is changed to a value where value > 0 and value < 1.
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onUpCallback
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Properties:
Name Type Description onUpCallback
function This callback is invoked every time a gamepad button is released.
Methods
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addButton(buttonCode) → {Phaser.GamepadButton}
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If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method. The Key object can then be polled, have events attached to it, etc.
Parameters:
Name Type Description buttonCode
number The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0 or Phaser.Gamepad.BUTTON_1
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Returns:
The GamepadButton object which you can store locally and reference directly.
- Type
- Phaser.GamepadButton
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addCallbacks(context, callbacks)
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Add callbacks to the this Gamepad 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 callbak methods: onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
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axis(axisCode) → {number}
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Returns value of requested axis
Parameters:
Name Type Description axisCode
number The index of the axis to check
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Returns:
Axis value if available otherwise false
- Type
- number
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buttonValue(buttonCode) → {boolean}
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Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example analog trigger buttons on the XBOX 360 controller
Parameters:
Name Type Description buttonCode
number The buttonCode of the button to check.
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Returns:
Button value if available otherwise false.
- Type
- boolean
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connect(rawPad)
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Gamepad connect function, should be called by Phaser.Gamepad
Parameters:
Name Type Description rawPad
Object The raw gamepad object
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disconnect()
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Gamepad disconnect function, should be called by Phaser.Gamepad
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isDown(buttonCode) → {boolean}
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Returns true if the button is currently pressed down.
Parameters:
Name Type Description buttonCode
number The buttonCode of the key to check.
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Returns:
True if the key is currently down.
- Type
- boolean
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justPressed(buttonCode, duration) → {boolean}
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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).
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.
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Returns:
True if the button is just pressed otherwise false.
- Type
- boolean
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justReleased(buttonCode, duration) → {boolean}
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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).
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.
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Returns:
True if the button is just released otherwise false.
- Type
- boolean
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pollStatus()
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Main update function, should be called by Phaser.Gamepad
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processAxisChange(axisState)
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Handles changes in axis
Parameters:
Name Type Description axisState
Object State of the relevant axis
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processButtonDown(buttonCode, value)
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Handles button down press
Parameters:
Name Type Description buttonCode
number Which buttonCode of this button
value
Object Button value
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processButtonFloat(buttonCode, 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)
Parameters:
Name Type Description buttonCode
number Which buttonCode of this button
value
Object Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.
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processButtonUp(buttonCode, value)
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Handles button release
Parameters:
Name Type Description buttonCode
number Which buttonCode of this button
value
Object Button value
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reset()
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Reset all buttons/axes of this gamepad
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