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

onAxisCallback : Function This callback is invoked every time any gamepad axis is changed.

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

[readonly] padsConnected : number How many live gamepads are currently connected.

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

setDeadZones() Sets the deadZone variable for all four gamepads Source code:

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

onConnectCallback : Function This callback is invoked every time any gamepad is connected

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

reset() Reset all buttons/axes of all gamepads Source code:

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

enabled : boolean Gamepad input will only be processed if enabled. Default

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

onFloatCallback : Function This callback is invoked every time any gamepad button is changed to a value where value > 0 and

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Gamepad#pad4
  • References/Game Development/Phaser/Gamepads/Gamepad

[readonly] pad4 : Phaser.SinglePad

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Gamepad#pad2
  • References/Game Development/Phaser/Gamepads/Gamepad

[readonly] pad2 : Phaser.SinglePad

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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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