Gamepad#active
  • References/Game Development/Phaser/Gamepads/Gamepad

[readonly] active : boolean If the gamepad input is active or not - if not active it should

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SinglePad#connect()
  • References/Game Development/Phaser/Gamepads/SinglePad

connect(rawPad) Gamepad connect function, should be called by Phaser.Gamepad. Parameters

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Gamepad#onDownCallback
  • References/Game Development/Phaser/Gamepads/Gamepad

onDownCallback : Function This callback is invoked every time any gamepad button is pressed down.

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SinglePad#game
  • References/Game Development/Phaser/Gamepads/SinglePad

game : Phaser.Game Local reference to game.

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SinglePad#isUp()
  • References/Game Development/Phaser/Gamepads/SinglePad

isUp(buttonCode) → {boolean} Returns true if the button is not currently pressed. Parameters

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Gamepad#pad1
  • References/Game Development/Phaser/Gamepads/Gamepad

[readonly] pad1 : Phaser.SinglePad

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Gamepad#justPressed()
  • References/Game Development/Phaser/Gamepads/Gamepad

justPressed(buttonCode, duration) → {boolean} Returns the "just released"

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Gamepad#supported
  • References/Game Development/Phaser/Gamepads/Gamepad

[readonly] supported : boolean Whether or not gamepads are supported in current browser.

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SinglePad#processButtonUp()
  • References/Game Development/Phaser/Gamepads/SinglePad

processButtonUp(buttonCode, value) Handles button release. Parameters

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Gamepad#onUpCallback
  • References/Game Development/Phaser/Gamepads/Gamepad

onUpCallback : Function This callback is invoked every time any gamepad button is released.

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