mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
671 lines
19 KiB
JavaScript
671 lines
19 KiB
JavaScript
/**
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* @author @karlmacklin <tacklemcclean@gmail.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Gamepad class handles gamepad input and dispatches gamepad events.
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*
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* Remember to call `gamepad.start()`.
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*
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* HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE!
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* At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports it
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* via prefs flags (about:config, search gamepad). The browsers map the same controllers differently.
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* This class has constants for Windows 7 Chrome mapping of XBOX 360 controller.
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*
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* @class Phaser.Gamepad
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Gamepad = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
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* @private
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*/
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this._gamepadIndexMap = {};
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/**
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* @property {Array} _rawPads - The raw state of the gamepads from the browser
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* @private
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*/
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this._rawPads = [];
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/**
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* @property {boolean} _active - Private flag for whether or not the API is polled
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* @private
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* @default
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*/
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this._active = false;
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/**
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* Gamepad input will only be processed if enabled.
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* @property {boolean} enabled
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* @default
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*/
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this.enabled = true;
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/**
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* Whether or not gamepads are supported in the current browser. Note that as of Dec. 2013 this check is actually not accurate at all due to poor implementation.
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* @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not?
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* @private
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*/
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this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') !== -1) || !!navigator.getGamepads;
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/**
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* Used to check for differences between earlier polls and current state of gamepads.
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* @property {Array} _prevRawGamepadTypes
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* @private
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* @default
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*/
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this._prevRawGamepadTypes = [];
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/**
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* Used to check for differences between earlier polls and current state of gamepads.
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* @property {Array} _prevTimestamps
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* @private
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* @default
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*/
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this._prevTimestamps = [];
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/**
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* @property {object} callbackContext - The context under which the callbacks are run.
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*/
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this.callbackContext = this;
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/**
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* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
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*/
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this.onConnectCallback = null;
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/**
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* @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected
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*/
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this.onDisconnectCallback = null;
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/**
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* @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.
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*/
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this.onDownCallback = null;
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/**
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* @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.
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*/
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this.onUpCallback = null;
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/**
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* @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.
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*/
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this.onAxisCallback = null;
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/**
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* @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
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*/
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this.onFloatCallback = null;
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/**
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* @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling
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* @private
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*/
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this._ongamepadconnected = null;
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/**
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* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
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* @private
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*/
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this._gamepaddisconnected = null;
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/**
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* @property {Array<Phaser.SinglePad>} _gamepads - The four Phaser Gamepads.
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* @private
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*/
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this._gamepads = [
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new Phaser.SinglePad(game, this),
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new Phaser.SinglePad(game, this),
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new Phaser.SinglePad(game, this),
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new Phaser.SinglePad(game, this)
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];
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};
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Phaser.Gamepad.prototype = {
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/**
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* Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons.
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*
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* @method Phaser.Gamepad#addCallbacks
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* @param {object} context - The context under which the callbacks are run.
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* @param {object} callbacks - Object that takes six different callback methods:
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* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
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*/
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addCallbacks: function (context, callbacks) {
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if (typeof callbacks !== 'undefined')
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{
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this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
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this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
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this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
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this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
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this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
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this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
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this.callbackContext = context;
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}
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},
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/**
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* Starts the Gamepad event handling.
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* This MUST be called manually before Phaser will start polling the Gamepad API.
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*
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* @method Phaser.Gamepad#start
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*/
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start: function () {
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if (this._active)
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{
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// Avoid setting multiple listeners
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return;
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}
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this._active = true;
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var _this = this;
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this._onGamepadConnected = function (event) {
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return _this.onGamepadConnected(event);
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};
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this._onGamepadDisconnected = function (event) {
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return _this.onGamepadDisconnected(event);
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};
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window.addEventListener('gamepadconnected', this._onGamepadConnected, false);
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window.addEventListener('gamepaddisconnected', this._onGamepadDisconnected, false);
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},
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/**
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* Handles the connection of a Gamepad.
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*
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* @method onGamepadConnected
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* @private
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* @param {object} event - The DOM event.
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*/
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onGamepadConnected: function (event) {
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var newPad = event.gamepad;
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this._rawPads.push(newPad);
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this._gamepads[newPad.index].connect(newPad);
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},
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/**
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* Handles the disconnection of a Gamepad.
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*
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* @method onGamepadDisconnected
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* @private
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* @param {object} event - The DOM event.
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*/
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onGamepadDisconnected: function (event) {
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var removedPad = event.gamepad;
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for (var i in this._rawPads)
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{
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if (this._rawPads[i].index === removedPad.index)
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{
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this._rawPads.splice(i,1);
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}
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}
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this._gamepads[removedPad.index].disconnect();
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},
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/**
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* Main gamepad update loop. Should not be called manually.
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* @method Phaser.Gamepad#update
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* @protected
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*/
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update: function () {
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this._pollGamepads();
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this.pad1.pollStatus();
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this.pad2.pollStatus();
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this.pad3.pollStatus();
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this.pad4.pollStatus();
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},
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/**
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* Updating connected gamepads (for Google Chrome). Should not be called manually.
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*
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* @method Phaser.Gamepad#_pollGamepads
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* @private
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*/
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_pollGamepads: function () {
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if (!this._active)
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{
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return;
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}
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if (navigator['getGamepads'])
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{
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var rawGamepads = navigator.getGamepads();
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}
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else if (navigator['webkitGetGamepads'])
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{
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var rawGamepads = navigator.webkitGetGamepads();
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}
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else if (navigator['webkitGamepads'])
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{
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var rawGamepads = navigator.webkitGamepads();
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}
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if (rawGamepads)
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{
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this._rawPads = [];
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var gamepadsChanged = false;
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for (var i = 0; i < rawGamepads.length; i++)
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{
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if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i])
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{
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gamepadsChanged = true;
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this._prevRawGamepadTypes[i] = typeof rawGamepads[i];
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}
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if (rawGamepads[i])
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{
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this._rawPads.push(rawGamepads[i]);
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}
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// Support max 4 pads at the moment
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if (i === 3)
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{
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break;
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}
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}
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for (var g = 0; g < this._gamepads.length; g++)
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{
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this._gamepads[g]._rawPad = this._rawPads[g];
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}
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if (gamepadsChanged)
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{
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var validConnections = { rawIndices: {}, padIndices: {} };
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var singlePad;
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for (var j = 0; j < this._gamepads.length; j++)
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{
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singlePad = this._gamepads[j];
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if (singlePad.connected)
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{
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for (var k = 0; k < this._rawPads.length; k++)
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{
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if (this._rawPads[k].index === singlePad.index)
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{
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validConnections.rawIndices[singlePad.index] = true;
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validConnections.padIndices[j] = true;
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}
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}
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}
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}
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for (var l = 0; l < this._gamepads.length; l++)
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{
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singlePad = this._gamepads[l];
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if (validConnections.padIndices[l])
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{
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continue;
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}
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if (this._rawPads.length < 1)
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{
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singlePad.disconnect();
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}
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for (var m = 0; m < this._rawPads.length; m++)
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{
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if (validConnections.padIndices[l])
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{
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break;
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}
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var rawPad = this._rawPads[m];
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if (rawPad)
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{
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if (validConnections.rawIndices[rawPad.index])
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{
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singlePad.disconnect();
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continue;
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}
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else
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{
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singlePad.connect(rawPad);
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validConnections.rawIndices[rawPad.index] = true;
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validConnections.padIndices[l] = true;
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}
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}
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else
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{
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singlePad.disconnect();
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}
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}
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}
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}
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}
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},
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/**
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* Sets the deadZone variable for all four gamepads
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* @method Phaser.Gamepad#setDeadZones
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*/
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setDeadZones: function (value) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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this._gamepads[i].deadZone = value;
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}
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},
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/**
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* Stops the Gamepad event handling.
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*
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* @method Phaser.Gamepad#stop
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*/
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stop: function () {
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this._active = false;
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window.removeEventListener('gamepadconnected', this._onGamepadConnected);
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window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnected);
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},
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/**
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* Reset all buttons/axes of all gamepads
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* @method Phaser.Gamepad#reset
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*/
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reset: function () {
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this.update();
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for (var i = 0; i < this._gamepads.length; i++)
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{
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this._gamepads[i].reset();
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}
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},
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/**
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* 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).
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* @method Phaser.Gamepad#justPressed
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* @param {number} buttonCode - The buttonCode of the button to check for.
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* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
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* @return {boolean} True if the button is just pressed otherwise false.
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*/
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justPressed: function (buttonCode, duration) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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if (this._gamepads[i].justPressed(buttonCode, duration) === true)
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{
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return true;
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}
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}
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return false;
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},
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/**
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* 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).
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* @method Phaser.Gamepad#justPressed
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* @param {number} buttonCode - The buttonCode of the button to check for.
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* @param {number} [duration=250] - The duration below which the button is considered as being just released.
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* @return {boolean} True if the button is just released otherwise false.
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*/
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justReleased: function (buttonCode, duration) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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if (this._gamepads[i].justReleased(buttonCode, duration) === true)
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{
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return true;
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}
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}
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return false;
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},
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/**
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* Returns true if the button is currently pressed down, on ANY gamepad.
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* @method Phaser.Gamepad#isDown
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* @param {number} buttonCode - The buttonCode of the button to check for.
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* @return {boolean} True if a button is currently down.
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*/
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isDown: function (buttonCode) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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if (this._gamepads[i].isDown(buttonCode) === true)
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{
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return true;
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}
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}
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return false;
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},
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/**
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* Destroys this object and the associated event listeners.
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*
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* @method Phaser.Gamepad#destroy
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*/
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destroy: function () {
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this.stop();
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for (var i = 0; i < this._gamepads.length; i++)
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{
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this._gamepads[i].destroy();
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}
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}
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};
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Phaser.Gamepad.prototype.constructor = Phaser.Gamepad;
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/**
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* If the gamepad input is active or not - if not active it should not be updated from Input.js
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* @name Phaser.Gamepad#active
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* @property {boolean} active - If the gamepad input is active or not.
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* @readonly
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*/
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Object.defineProperty(Phaser.Gamepad.prototype, "active", {
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get: function () {
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return this._active;
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}
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});
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/**
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* Whether or not gamepads are supported in current browser.
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* @name Phaser.Gamepad#supported
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* @property {boolean} supported - Whether or not gamepads are supported in current browser.
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* @readonly
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*/
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Object.defineProperty(Phaser.Gamepad.prototype, "supported", {
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get: function () {
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return this._gamepadSupportAvailable;
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}
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});
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/**
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* How many live gamepads are currently connected.
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* @name Phaser.Gamepad#padsConnected
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* @property {number} padsConnected - How many live gamepads are currently connected.
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* @readonly
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*/
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Object.defineProperty(Phaser.Gamepad.prototype, "padsConnected", {
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get: function () {
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return this._rawPads.length;
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}
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});
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/**
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* Gamepad #1
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* @name Phaser.Gamepad#pad1
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* @property {Phaser.SinglePad} pad1 - Gamepad #1;
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* @readonly
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*/
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Object.defineProperty(Phaser.Gamepad.prototype, "pad1", {
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get: function () {
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return this._gamepads[0];
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}
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});
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/**
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* Gamepad #2
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* @name Phaser.Gamepad#pad2
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* @property {Phaser.SinglePad} pad2 - Gamepad #2
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* @readonly
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*/
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Object.defineProperty(Phaser.Gamepad.prototype, "pad2", {
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get: function () {
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return this._gamepads[1];
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}
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});
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/**
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* Gamepad #3
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* @name Phaser.Gamepad#pad3
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* @property {Phaser.SinglePad} pad3 - Gamepad #3
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* @readonly
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*/
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Object.defineProperty(Phaser.Gamepad.prototype, "pad3", {
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get: function () {
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return this._gamepads[2];
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}
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});
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/**
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* Gamepad #4
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* @name Phaser.Gamepad#pad4
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* @property {Phaser.SinglePad} pad4 - Gamepad #4
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* @readonly
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*/
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Object.defineProperty(Phaser.Gamepad.prototype, "pad4", {
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get: function () {
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return this._gamepads[3];
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}
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});
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Phaser.Gamepad.BUTTON_0 = 0;
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Phaser.Gamepad.BUTTON_1 = 1;
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Phaser.Gamepad.BUTTON_2 = 2;
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Phaser.Gamepad.BUTTON_3 = 3;
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Phaser.Gamepad.BUTTON_4 = 4;
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Phaser.Gamepad.BUTTON_5 = 5;
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Phaser.Gamepad.BUTTON_6 = 6;
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Phaser.Gamepad.BUTTON_7 = 7;
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Phaser.Gamepad.BUTTON_8 = 8;
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Phaser.Gamepad.BUTTON_9 = 9;
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Phaser.Gamepad.BUTTON_10 = 10;
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Phaser.Gamepad.BUTTON_11 = 11;
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Phaser.Gamepad.BUTTON_12 = 12;
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Phaser.Gamepad.BUTTON_13 = 13;
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Phaser.Gamepad.BUTTON_14 = 14;
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Phaser.Gamepad.BUTTON_15 = 15;
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Phaser.Gamepad.AXIS_0 = 0;
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Phaser.Gamepad.AXIS_1 = 1;
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Phaser.Gamepad.AXIS_2 = 2;
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Phaser.Gamepad.AXIS_3 = 3;
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Phaser.Gamepad.AXIS_4 = 4;
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Phaser.Gamepad.AXIS_5 = 5;
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Phaser.Gamepad.AXIS_6 = 6;
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Phaser.Gamepad.AXIS_7 = 7;
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Phaser.Gamepad.AXIS_8 = 8;
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Phaser.Gamepad.AXIS_9 = 9;
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// Below mapping applies to XBOX 360 Wired and Wireless controller on Google Chrome (tested on Windows 7).
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// - Firefox uses different map! Separate amount of buttons and axes. DPAD = axis and not a button.
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// In other words - discrepancies when using gamepads.
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Phaser.Gamepad.XBOX360_A = 0;
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Phaser.Gamepad.XBOX360_B = 1;
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Phaser.Gamepad.XBOX360_X = 2;
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Phaser.Gamepad.XBOX360_Y = 3;
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Phaser.Gamepad.XBOX360_LEFT_BUMPER = 4;
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Phaser.Gamepad.XBOX360_RIGHT_BUMPER = 5;
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Phaser.Gamepad.XBOX360_LEFT_TRIGGER = 6;
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Phaser.Gamepad.XBOX360_RIGHT_TRIGGER = 7;
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Phaser.Gamepad.XBOX360_BACK = 8;
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Phaser.Gamepad.XBOX360_START = 9;
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Phaser.Gamepad.XBOX360_STICK_LEFT_BUTTON = 10;
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Phaser.Gamepad.XBOX360_STICK_RIGHT_BUTTON = 11;
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Phaser.Gamepad.XBOX360_DPAD_LEFT = 14;
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Phaser.Gamepad.XBOX360_DPAD_RIGHT = 15;
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Phaser.Gamepad.XBOX360_DPAD_UP = 12;
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Phaser.Gamepad.XBOX360_DPAD_DOWN = 13;
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// On FF 0 = Y, 1 = X, 2 = Y, 3 = X, 4 = left bumper, 5 = dpad left, 6 = dpad right
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Phaser.Gamepad.XBOX360_STICK_LEFT_X = 0;
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Phaser.Gamepad.XBOX360_STICK_LEFT_Y = 1;
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Phaser.Gamepad.XBOX360_STICK_RIGHT_X = 2;
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Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;
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// PlayStation 3 controller (masquerading as xbox360 controller) button mappings
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Phaser.Gamepad.PS3XC_X = 0;
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Phaser.Gamepad.PS3XC_CIRCLE = 1;
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Phaser.Gamepad.PS3XC_SQUARE = 2;
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Phaser.Gamepad.PS3XC_TRIANGLE = 3;
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Phaser.Gamepad.PS3XC_L1 = 4;
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Phaser.Gamepad.PS3XC_R1 = 5;
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Phaser.Gamepad.PS3XC_L2 = 6; // analog trigger, range 0..1
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Phaser.Gamepad.PS3XC_R2 = 7; // analog trigger, range 0..1
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Phaser.Gamepad.PS3XC_SELECT = 8;
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Phaser.Gamepad.PS3XC_START = 9;
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Phaser.Gamepad.PS3XC_STICK_LEFT_BUTTON = 10;
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Phaser.Gamepad.PS3XC_STICK_RIGHT_BUTTON = 11;
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Phaser.Gamepad.PS3XC_DPAD_UP = 12;
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Phaser.Gamepad.PS3XC_DPAD_DOWN = 13;
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Phaser.Gamepad.PS3XC_DPAD_LEFT = 14;
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Phaser.Gamepad.PS3XC_DPAD_RIGHT = 15;
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Phaser.Gamepad.PS3XC_STICK_LEFT_X = 0; // analog stick, range -1..1
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|
Phaser.Gamepad.PS3XC_STICK_LEFT_Y = 1; // analog stick, range -1..1
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|
Phaser.Gamepad.PS3XC_STICK_RIGHT_X = 2; // analog stick, range -1..1
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Phaser.Gamepad.PS3XC_STICK_RIGHT_Y = 3; // analog stick, range -1..1
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