The Gamepad class handles gamepad input and dispatches gamepad events.
Remember to call gamepad.start()
.
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 constants for Windows 7 Chrome mapping of XBOX 360 controller.
Name | Type | Description |
---|---|---|
game | Phaser.Game | A reference to the currently running game. |
If the gamepad input is active or not - if not active it should not be updated from Input.js
The context under which the callbacks are run.
Gamepad input will only be processed if enabled.
Local reference to game.
This callback is invoked every time any gamepad axis is changed.
This callback is invoked every time any gamepad is connected
This callback is invoked every time any gamepad is disconnected
This callback is invoked every time any gamepad button is pressed down.
This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
This callback is invoked every time any gamepad button is released.
Gamepad #1
Gamepad #2
Gamepad #3
Gamepad #4
How many live gamepads are currently connected.
Whether or not gamepads are supported in current browser.
Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons.
Name | Type | Description |
---|---|---|
context | object | The context under which the callbacks are run. |
callbacks | object | Object that takes six different callback methods: |
Destroys this object and the associated event listeners.
Returns true if the button is currently pressed down, on ANY gamepad.
Name | Type | Description |
---|---|---|
buttonCode | number | The buttonCode of the button to check for. |
True if a button is currently down.
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).
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. |
True if the button is just released otherwise false.
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).
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. |
True if the button is just pressed otherwise false.
Reset all buttons/axes of all gamepads
Sets the deadZone variable for all four gamepads
Starts the Gamepad event handling.
This MUST be called manually before Phaser will start polling the Gamepad API.
Stops the Gamepad event handling.
Main gamepad update loop. Should not be called manually.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Gamepad.html