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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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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Gamepad#pad3
  • References/Game Development/Phaser/Gamepads/Gamepad

[readonly] pad3 : 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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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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Gamepad#stop()
  • References/Game Development/Phaser/Gamepads/Gamepad

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

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

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

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