UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

1,270 lines (988 loc) 36.6 kB
<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: input/Gamepad.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayList.html">ArrayList</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.GamepadButton.html">GamepadButton</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: input/Gamepad.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author @karlmacklin &lt;tacklemcclean@gmail.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Gamepad class handles looking after gamepad input for your game. * Remember to call gamepad.start(); expecting input! * * 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 it * via 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. * * @class Phaser.Gamepad * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Gamepad = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads * @private */ this._gamepadIndexMap = {}; /** * @property {Array} _rawPads - The raw state of the gamepads from the browser * @private */ this._rawPads = []; /** * @property {boolean} _active - Private flag for whether or not the API is polled * @private * @default */ this._active = false; /** * You can disable all Gamepad Input by setting disabled to true. While true all new input related events will be ignored. * @property {boolean} disabled - The disabled state of the Gamepad. * @default */ this.disabled = false; /** * Whether or not gamepads are supported in the current browser. Note that as of Dec. 2013 this check is actually not accurate at all due to poor implementation. * @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not? * @private */ this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1) || !!navigator.getGamepads; /** * Used to check for differences between earlier polls and current state of gamepads. * @property {Array} _prevRawGamepadTypes * @private * @default */ this._prevRawGamepadTypes = []; /** * Used to check for differences between earlier polls and current state of gamepads. * @property {Array} _prevTimestamps * @private * @default */ this._prevTimestamps = []; /** * @property {Object} callbackContext - The context under which the callbacks are run. */ this.callbackContext = this; /** * @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected */ this.onConnectCallback = null; /** * @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected */ this.onDisconnectCallback = null; /** * @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down. */ this.onDownCallback = null; /** * @property {function} onUpCallback - This callback is invoked every time any gamepad button is released. */ this.onUpCallback = null; /** * @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed. */ this.onAxisCallback = null; /** * @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value &lt; 1. */ this.onFloatCallback = null; /** * @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling * @private */ this._ongamepadconnected = null; /** * @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling * @private */ this._gamepaddisconnected = null; /** * @property {Array&lt;Phaser.SinglePad>} _gamepads - The four Phaser Gamepads. * @private */ this._gamepads = [ new Phaser.SinglePad(game, this), new Phaser.SinglePad(game, this), new Phaser.SinglePad(game, this), new Phaser.SinglePad(game, this) ]; }; Phaser.Gamepad.prototype = { /** * Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons * @method Phaser.Gamepad#addCallbacks * @param {Object} context - The context under which the callbacks are run. * @param {Object} callbacks - Object that takes six different callback methods: * onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback */ addCallbacks: function (context, callbacks) { if (typeof callbacks !== 'undefined') { this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback; this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback; this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback; this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback; this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback; this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback; } }, /** * Starts the Gamepad event handling. * This MUST be called manually before Phaser will start polling the Gamepad API. * * @method Phaser.Gamepad#start */ start: function () { if (this._active) { // Avoid setting multiple listeners return; } this._active = true; var _this = this; this._onGamepadConnected = function (event) { return _this.onGamepadConnected(event); }; this._onGamepadDisconnected = function (event) { return _this.onGamepadDisconnected(event); }; window.addEventListener('gamepadconnected', this._onGamepadConnected, false); window.addEventListener('gamepaddisconnected', this._onGamepadDisconnected, false); }, /** * Handles the connection of a Gamepad. * * @method onGamepadConnected * @private * @param {object} event - The DOM event. */ onGamepadConnected: function (event) { var newPad = event.gamepad; this._rawPads.push(newPad); this._gamepads[newPad.index].connect(newPad); }, /** * Handles the disconnection of a Gamepad. * * @method onGamepadDisconnected * @private * @param {object} event - The DOM event. */ onGamepadDisconnected: function (event) { var removedPad = event.gamepad; for (var i in this._rawPads) { if (this._rawPads[i].index === removedPad.index) { this._rawPads.splice(i,1); } } this._gamepads[removedPad.index].disconnect(); }, /** * Main gamepad update loop. Should not be called manually. * @method Phaser.Gamepad#update * @protected */ update: function () { this._pollGamepads(); this.pad1.pollStatus(); this.pad2.pollStatus(); this.pad3.pollStatus(); this.pad4.pollStatus(); }, /** * Updating connected gamepads (for Google Chrome). Should not be called manually. * * @method Phaser.Gamepad#_pollGamepads * @private */ _pollGamepads: function () { if (navigator['getGamepads']) { var rawGamepads = navigator.getGamepads(); } else if (navigator['webkitGetGamepads']) { var rawGamepads = navigator.webkitGetGamepads(); } else if (navigator['webkitGamepads']) { var rawGamepads = navigator.webkitGamepads(); } if (rawGamepads) { this._rawPads = []; var gamepadsChanged = false; for (var i = 0; i &lt; rawGamepads.length; i++) { if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i]) { gamepadsChanged = true; this._prevRawGamepadTypes[i] = typeof rawGamepads[i]; } if (rawGamepads[i]) { this._rawPads.push(rawGamepads[i]); } // Support max 4 pads at the moment if (i === 3) { break; } } if (gamepadsChanged) { var validConnections = { rawIndices: {}, padIndices: {} }; var singlePad; for (var j = 0; j &lt; this._gamepads.length; j++) { singlePad = this._gamepads[j]; if (singlePad.connected) { for (var k = 0; k &lt; this._rawPads.length; k++) { if (this._rawPads[k].index === singlePad.index) { validConnections.rawIndices[singlePad.index] = true; validConnections.padIndices[j] = true; } } } } for (var l = 0; l &lt; this._gamepads.length; l++) { singlePad = this._gamepads[l]; if (validConnections.padIndices[l]) { continue; } if (this._rawPads.length &lt; 1) { singlePad.disconnect(); } for (var m = 0; m &lt; this._rawPads.length; m++) { if (validConnections.padIndices[l]) { break; } var rawPad = this._rawPads[m]; if (rawPad) { if (validConnections.rawIndices[rawPad.index]) { singlePad.disconnect(); continue; } else { singlePad.connect(rawPad); validConnections.rawIndices[rawPad.index] = true; validConnections.padIndices[l] = true; } } else { singlePad.disconnect(); } } } } } }, /** * Sets the deadZone variable for all four gamepads * @method Phaser.Gamepad#setDeadZones */ setDeadZones: function (value) { for (var i = 0; i &lt; this._gamepads.length; i++) { this._gamepads[i].deadZone = value; } }, /** * Stops the Gamepad event handling. * * @method Phaser.Gamepad#stop */ stop: function () { this._active = false; window.removeEventListener('gamepadconnected', this._onGamepadConnected); window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnected); }, /** * Reset all buttons/axes of all gamepads * @method Phaser.Gamepad#reset */ reset: function () { this.update(); for (var i = 0; i &lt; this._gamepads.length; i++) { this._gamepads[i].reset(); } }, /** * Returns the "just pressed" state of a button from ANY gamepad connected. Just pressed is considered true if the button was pressed down within the duration given (default 250ms). * @method Phaser.Gamepad#justPressed * @param {number} buttonCode - The buttonCode of the button to check for. * @param {number} [duration=250] - The duration below which the button is considered as being just pressed. * @return {boolean} True if the button is just pressed otherwise false. */ justPressed: function (buttonCode, duration) { for (var i = 0; i &lt; this._gamepads.length; i++) { if (this._gamepads[i].justPressed(buttonCode, duration) === true) { return true; } } return false; }, /** * Returns the "just released" state of a button from ANY gamepad connected. Just released is considered as being true if the button was released within the duration given (default 250ms). * @method Phaser.Gamepad#justPressed * @param {number} buttonCode - The buttonCode of the button to check for. * @param {number} [duration=250] - The duration below which the button is considered as being just released. * @return {boolean} True if the button is just released otherwise false. */ justReleased: function (buttonCode, duration) { for (var i = 0; i &lt; this._gamepads.length; i++) { if (this._gamepads[i].justReleased(buttonCode, duration) === true) { return true; } } return false; }, /** * Returns true if the button is currently pressed down, on ANY gamepad. * @method Phaser.Gamepad#isDown * @param {number} buttonCode - The buttonCode of the button to check for. * @return {boolean} True if a button is currently down. */ isDown: function (buttonCode) { for (var i = 0; i &lt; this._gamepads.length; i++) { if (this._gamepads[i].isDown(buttonCode) === true) { return true; } } return false; }, /** * Destroys this object and the associated event listeners. * * @method destroy */ destroy: function () { this.stop(); for (var i = 0; i &lt; this._gamepads.length; i++) { this._gamepads[i].destroy(); } } }; Phaser.Gamepad.prototype.constructor = Phaser.Gamepad; /** * If the gamepad input is active or not - if not active it should not be updated from Input.js * @name Phaser.Gamepad#active * @property {boolean} active - If the gamepad input is active or not. * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "active", { get: function () { return this._active; } }); /** * Whether or not gamepads are supported in current browser. * @name Phaser.Gamepad#supported * @property {boolean} supported - Whether or not gamepads are supported in current browser. * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "supported", { get: function () { return this._gamepadSupportAvailable; } }); /** * How many live gamepads are currently connected. * @name Phaser.Gamepad#padsConnected * @property {number} padsConnected - How many live gamepads are currently connected. * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "padsConnected", { get: function () { return this._rawPads.length; } }); /** * Gamepad #1 * @name Phaser.Gamepad#pad1 * @property {Phaser.SinglePad} pad1 - Gamepad #1; * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "pad1", { get: function () { return this._gamepads[0]; } }); /** * Gamepad #2 * @name Phaser.Gamepad#pad2 * @property {Phaser.SinglePad} pad2 - Gamepad #2 * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "pad2", { get: function () { return this._gamepads[1]; } }); /** * Gamepad #3 * @name Phaser.Gamepad#pad3 * @property {Phaser.SinglePad} pad3 - Gamepad #3 * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "pad3", { get: function () { return this._gamepads[2]; } }); /** * Gamepad #4 * @name Phaser.Gamepad#pad4 * @property {Phaser.SinglePad} pad4 - Gamepad #4 * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "pad4", { get: function () { return this._gamepads[3]; } }); Phaser.Gamepad.BUTTON_0 = 0; Phaser.Gamepad.BUTTON_1 = 1; Phaser.Gamepad.BUTTON_2 = 2; Phaser.Gamepad.BUTTON_3 = 3; Phaser.Gamepad.BUTTON_4 = 4; Phaser.Gamepad.BUTTON_5 = 5; Phaser.Gamepad.BUTTON_6 = 6; Phaser.Gamepad.BUTTON_7 = 7; Phaser.Gamepad.BUTTON_8 = 8; Phaser.Gamepad.BUTTON_9 = 9; Phaser.Gamepad.BUTTON_10 = 10; Phaser.Gamepad.BUTTON_11 = 11; Phaser.Gamepad.BUTTON_12 = 12; Phaser.Gamepad.BUTTON_13 = 13; Phaser.Gamepad.BUTTON_14 = 14; Phaser.Gamepad.BUTTON_15 = 15; Phaser.Gamepad.AXIS_0 = 0; Phaser.Gamepad.AXIS_1 = 1; Phaser.Gamepad.AXIS_2 = 2; Phaser.Gamepad.AXIS_3 = 3; Phaser.Gamepad.AXIS_4 = 4; Phaser.Gamepad.AXIS_5 = 5; Phaser.Gamepad.AXIS_6 = 6; Phaser.Gamepad.AXIS_7 = 7; Phaser.Gamepad.AXIS_8 = 8; Phaser.Gamepad.AXIS_9 = 9; // Below mapping applies to XBOX 360 Wired and Wireless controller on Google Chrome (tested on Windows 7). // - Firefox uses different map! Separate amount of buttons and axes. DPAD = axis and not a button. // In other words - discrepancies when using gamepads. Phaser.Gamepad.XBOX360_A = 0; Phaser.Gamepad.XBOX360_B = 1; Phaser.Gamepad.XBOX360_X = 2; Phaser.Gamepad.XBOX360_Y = 3; Phaser.Gamepad.XBOX360_LEFT_BUMPER = 4; Phaser.Gamepad.XBOX360_RIGHT_BUMPER = 5; Phaser.Gamepad.XBOX360_LEFT_TRIGGER = 6; Phaser.Gamepad.XBOX360_RIGHT_TRIGGER = 7; Phaser.Gamepad.XBOX360_BACK = 8; Phaser.Gamepad.XBOX360_START = 9; Phaser.Gamepad.XBOX360_STICK_LEFT_BUTTON = 10; Phaser.Gamepad.XBOX360_STICK_RIGHT_BUTTON = 11; Phaser.Gamepad.XBOX360_DPAD_LEFT = 14; Phaser.Gamepad.XBOX360_DPAD_RIGHT = 15; Phaser.Gamepad.XBOX360_DPAD_UP = 12; Phaser.Gamepad.XBOX360_DPAD_DOWN = 13; // On FF 0 = Y, 1 = X, 2 = Y, 3 = X, 4 = left bumper, 5 = dpad left, 6 = dpad right Phaser.Gamepad.XBOX360_STICK_LEFT_X = 0; Phaser.Gamepad.XBOX360_STICK_LEFT_Y = 1; Phaser.Gamepad.XBOX360_STICK_RIGHT_X = 2; Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3; // PlayStation 3 controller (masquerading as xbox360 controller) button mappings Phaser.Gamepad.PS3XC_X = 0; Phaser.Gamepad.PS3XC_CIRCLE = 1; Phaser.Gamepad.PS3XC_SQUARE = 2; Phaser.Gamepad.PS3XC_TRIANGLE = 3; Phaser.Gamepad.PS3XC_L1 = 4; Phaser.Gamepad.PS3XC_R1 = 5; Phaser.Gamepad.PS3XC_L2 = 6; // analog trigger, range 0..1 Phaser.Gamepad.PS3XC_R2 = 7; // analog trigger, range 0..1 Phaser.Gamepad.PS3XC_SELECT = 8; Phaser.Gamepad.PS3XC_START = 9; Phaser.Gamepad.PS3XC_STICK_LEFT_BUTTON = 10; Phaser.Gamepad.PS3XC_STICK_RIGHT_BUTTON = 11; Phaser.Gamepad.PS3XC_DPAD_UP = 12; Phaser.Gamepad.PS3XC_DPAD_DOWN = 13; Phaser.Gamepad.PS3XC_DPAD_LEFT = 14; Phaser.Gamepad.PS3XC_DPAD_RIGHT = 15; Phaser.Gamepad.PS3XC_STICK_LEFT_X = 0; // analog stick, range -1..1 Phaser.Gamepad.PS3XC_STICK_LEFT_Y = 1; // analog stick, range -1..1 Phaser.Gamepad.PS3XC_STICK_RIGHT_X = 2; // analog stick, range -1..1 Phaser.Gamepad.PS3XC_STICK_RIGHT_Y = 3; // analog stick, range -1..1 </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2014 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> on Thu Oct 09 2014 16:09:45 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>