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

buttonValue(buttonCode) → {number} Returns the value of a gamepad button. Intended mainly for cases

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

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

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

axis(axisCode) → {number} Returns value of requested axis. Parameters

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

new Gamepad(game) The Gamepad class handles gamepad input and dispatches gamepad events. Remember to call gamepad.start()

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

game : Phaser.Game Local reference to game.

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

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

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

new SinglePad(game, padParent) A single Phaser Gamepad Parameters

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

destroy() Destroys this object and the associated event listeners. Source code:

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

processButtonFloat(buttonCode, value) Handles buttons with floating values (like analog buttons that acts almost like an axis but still

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