@mesmotronic/xpad
Version:
Simplified Gamepad API for Xbox 360 and Xbox One controllers
86 lines (61 loc) • 3.85 kB
Markdown
# Xpad: Xbox Controller API for JavaScript
Xpad is a wrapper for the JavaScript Gamepad API that makes it easy to use one or more Xbox 360 / One / Series controllers with your app or game, whether you want to implement it as a simple joystick (detect direction from any stick or d-pad, or the press of any button) or want to access data from each stick and button individually.
[Made by @mesmotronic](https://x.com/mesmotronic)
## Installation
```
npm i @mesmotronic/xpad
```
## Example
```js
import { Xpad, XpadButton } from "@memotronic/xpad";
const xpad = new Xpad();
xpad
.addEventListener(XpadEvent.CONNECT, console.log)
.addEventListener(XpadEvent.DISCONNECT, console.log)
.addEventListener(XpadEvent.BUTTON_UP, console.log)
.addEventListener(XpadEvent.BUTTON_DOWN, console.log)
.addEventListener(XpadEvent.BUTTON_CHANGE, console.log)
.addEventListener(XpadEvent.STICK_ACTIVE, console.log)
.addEventListener(XpadEvent.STICK_INACTIVE, console.log)
.addEventListener(XpadEvent.STICK_CHANGE, console.log);
function animate() {
xpad.update();
const { anyStick, anyButton, buttons } = xpad.state;
console.log(`Move: ${anyStick.x}, ${anyStick.y}`);
console.log(`Fire: ${anyButton}`);
console.log(`A: ${buttons[XpadButton.A]}`);
console.log(`B: ${buttons[XpadButton.B]}`);
console.log(`X: ${buttons[XpadButton.X]}`);
console.log(`Y: ${buttons[XpadButton.Y]}`);
requestAnimationFrame(animate);
}
animate();
```
## API reference
### Xpad
The Xpad class exposes everything you need to interact with your controllers:
| Member | Type | Description |
| ---------------- | ----------------- | ---------------------------------------------------- |
| `inputThreshold` | `number` | Threshold for axis/button activation (default: 0.15) |
| `index` | `number` | Gamepad index (default: 0) |
| `connected` | `boolean` | `true` if the gamepad is connected |
| `gamepad` | `Gamepad \| null` | The browser Gamepad instance for this Xpad |
| `state` | `XpadState` | Current state of the Xpad |
| `update()` | `void` | Updates the state from the current gamepad |
| `reset()` | `void` | Resets the Xpad state |
To use multiple controllers, specify the gamepad index in the constructor, e.g. `new Xpad(0)`
### XpadState
The XpadState class represents the current state of a controller:
| Member | Type | Description |
| ------------- | ------------- | ------------------------------------------------------------------------- |
| `leftStick` | `XpadAxes` | Left analog stick axes |
| `rightStick` | `XpadAxes` | Right analog stick axes |
| `dpad` | `XpadAxes` | D-pad axes |
| `dpadEnabled` | `boolean` | Whether D-pad input is included in anyStick calculation (default: true) |
| `buttons` | `number[]` | Array of button states (0 to 1); use `XpadButton` enum for button indexes |
| `sticks` | `XpadStick[]` | Array of stick states in `leftStick`, `rightStick`, `dpad` order |
| `anyStick` | `XpadAxes` | Combined axes from left stick, right stick, and optionally D-pad |
| `anyButton` | `number` | Highest value of main buttons (A, B, X, Y, LB, RB, LT, RT) |
| `reset()` | `void` | Resets all axes and buttons to default state |
## License
BSD 2-Clause License