Gamepad#Gamepad

new Gamepad(game) The Gamepad class handles gamepad input and dispatches gamepad events. Remember to call gamepad.start(). HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE!At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports itvia prefs flags (about:config, search gamepad). The browsers map the same controllers differently.This class has constants for Windows 7 Chrome mapping of XBOX 360 controller. Parameters Name Type Description ga

Gamepad#game

game : Phaser.Game Local reference to game. Source code: input/Gamepad.js (Line 26)

Gamepad#enabled

enabled : boolean Gamepad input will only be processed if enabled. Default Value true Source code: input/Gamepad.js (Line 52)

Gamepad#destroy()

destroy() Destroys this object and the associated event listeners. Source code: input/Gamepad.js (Line 476)

Gamepad#callbackContext

callbackContext : Object The context under which the callbacks are run. Source code: input/Gamepad.js (Line 80)

Gamepad#addCallbacks()

addCallbacks(context, callbacks) Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons. Parameters Name Type Description context object The context under which the callbacks are run. callbacks object Object that takes six different callback methods:onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback Source code: input/Gamepad.js (Line 139)

Gamepad#active

[readonly] active : boolean If the gamepad input is active or not - if not active it should not be updated from Input.js Source code: input/Gamepad.js (Line 496)

GameObjectFactory#weapon()

weapon(quantity, key, frame, group) → {Phaser.Weapon} Weapons provide the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of Weapon.bullets, which is a Phaser.Group instance. Anything youcan usually do with a Group, such as move it around the display list, iterate it, etc can be

GameObjectFactory#video()

video(key, url) → {Phaser.Video} Create a Video object. This will return a Phaser.Video object which you can pass to a Sprite to be used as a texture. Parameters Name Type Argument Default Description key string | null <optional> null The key of the video file in the Phaser.Cache that this Video object will play. Set to null or leave undefined if you wish to use a webcam as the source. See startMediaStream to start webcam capture. url string | null <optional> null If th

GameObjectFactory#tween()

tween(object) → {Phaser.Tween} Create a tween on a specific object. The object can be any JavaScript object or Phaser object such as Sprite. Parameters Name Type Description object object Object the tween will be run on. Returns Phaser.Tween - The newly created Phaser.Tween object. Source code: gameobjects/GameObjectFactory.js (Line 158)