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

processButtonUp(buttonCode, value) Handles button release. Parameters

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

processButtonDown(buttonCode, value) Handles button down press. Parameters

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

pollStatus() Main update function called by Phaser.Gamepad. Source code:

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

destroy() Destroys this object and associated callback references. Source code:

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

start() Starts the Gamepad event handling.This MUST be called manually before Phaser will start polling the Gamepad API.

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

callbackContext : Object The context under which the callbacks are run. Source

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

stop() Stops the Gamepad event handling. Source code:

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

deadZone : number Dead zone for axis feedback - within this value you won't trigger updates.

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

isDown(buttonCode) → {boolean} Returns true if the button is currently pressed down, on ANY gamepad

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

addCallbacks(context, callbacks) Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float

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