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shaku

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A simple and effective JavaScript game development framework that knows its place!

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![Shaku JS](resources/logo-sm.png) [Back To Table of Content](index.md) # Gamepad ## Classes <dl> <dt><a href="#Gamepad">Gamepad</a></dt> <dd><p>Gamepad data object. This object represents a snapshot of a gamepad state, it does not update automatically.</p> </dd> <dt><a href="#FourButtonsCluster">FourButtonsCluster</a></dt> <dd><p>Buttons cluster container - 4 buttons.</p> </dd> <dt><a href="#ThreeButtonsCluster">ThreeButtonsCluster</a></dt> <dd><p>Buttons cluster container - 3 buttons.</p> </dd> <dt><a href="#FrontButtons">FrontButtons</a></dt> <dd><p>Front buttons.</p> </dd> </dl> ## Functions <dl> <dt><a href="#_gamepadButtonPressed">_gamepadButtonPressed()</a></dt> <dd><p>Get if a gamepad button is currently pressed.</p> </dd> </dl> <a name="Gamepad"></a> ## Gamepad Gamepad data object. This object represents a snapshot of a gamepad state, it does not update automatically. **Kind**: global class * [Gamepad](#Gamepad) * [new Gamepad(gp)](#new_Gamepad_new) * [.id](#Gamepad+id) : <code>String</code> * [.axis1](#Gamepad+axis1) : <code>Vector2</code> * [.axis2](#Gamepad+axis2) : <code>Vector2</code> * [.mapping](#Gamepad+mapping) : <code>String</code> * [.isMapped](#Gamepad+isMapped) : <code>Boolean</code> * [.leftStick](#Gamepad+leftStick) : <code>Vector2</code> * [.rightStick](#Gamepad+rightStick) : <code>Vector2</code> * [.leftStickPressed](#Gamepad+leftStickPressed) : <code>Boolean</code> * [.leftStickPressed](#Gamepad+leftStickPressed) : <code>Boolean</code> * [.rightButtons](#Gamepad+rightButtons) : [<code>FourButtonsCluster</code>](#FourButtonsCluster) * [.leftButtons](#Gamepad+leftButtons) : [<code>FourButtonsCluster</code>](#FourButtonsCluster) * [.leftButtons](#Gamepad+leftButtons) : [<code>FourButtonsCluster</code>](#FourButtonsCluster) * [.frontButtons](#Gamepad+frontButtons) : [<code>FrontButtons</code>](#FrontButtons) * [.isMapped](#Gamepad+isMapped) : <code>Boolean</code> * [.buttonsCount](#Gamepad+buttonsCount) ⇒ <code>Number</code> * [.button(index)](#Gamepad+button) ⇒ <code>Boolean</code> <a name="new_Gamepad_new"></a> ### new Gamepad(gp) Create gamepad state object. | Param | Type | Description | | --- | --- | --- | | gp | <code>\*</code> | Browser gamepad state object. | <a name="Gamepad+id"></a> ### gamepad.id : <code>String</code> Gamepad Id. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+axis1"></a> ### gamepad.axis1 : <code>Vector2</code> Gamepad first axis value. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+axis2"></a> ### gamepad.axis2 : <code>Vector2</code> Gamepad second axis value. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+mapping"></a> ### gamepad.mapping : <code>String</code> Mapping type. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+isMapped"></a> ### gamepad.isMapped : <code>Boolean</code> True if the gamepad is of a known type and we have extra mapped attributes. False if unknown / not supported. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+leftStick"></a> ### gamepad.leftStick : <code>Vector2</code> Gamepad left stick. Only available with "standard" mapping. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+rightStick"></a> ### gamepad.rightStick : <code>Vector2</code> Gamepad right stick. Only available with "standard" mapping. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+leftStickPressed"></a> ### gamepad.leftStickPressed : <code>Boolean</code> Gamepad left stick is pressed. Only available with "standard" mapping. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+leftStickPressed"></a> ### gamepad.leftStickPressed : <code>Boolean</code> Gamepad right stick is pressed. Only available with "standard" mapping. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+rightButtons"></a> ### gamepad.rightButtons : [<code>FourButtonsCluster</code>](#FourButtonsCluster) Right cluster button states. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+leftButtons"></a> ### gamepad.leftButtons : [<code>FourButtonsCluster</code>](#FourButtonsCluster) Left cluster button states. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+leftButtons"></a> ### gamepad.leftButtons : [<code>FourButtonsCluster</code>](#FourButtonsCluster) Center cluster button states. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+frontButtons"></a> ### gamepad.frontButtons : [<code>FrontButtons</code>](#FrontButtons) Front buttons states. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+isMapped"></a> ### gamepad.isMapped : <code>Boolean</code> True if the gamepad is of a known type and we have extra mapped attributes. False if unknown. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) <a name="Gamepad+buttonsCount"></a> ### gamepad.buttonsCount ⇒ <code>Number</code> Get buttons count. **Kind**: instance property of [<code>Gamepad</code>](#Gamepad) **Returns**: <code>Number</code> - Buttons count. <a name="Gamepad+button"></a> ### gamepad.button(index) ⇒ <code>Boolean</code> Get button state (if pressed down) by index. **Kind**: instance method of [<code>Gamepad</code>](#Gamepad) **Returns**: <code>Boolean</code> - True if pressed, false otherwise. | Param | Type | Description | | --- | --- | --- | | index | <code>Number</code> | Button index to check. | <a name="FourButtonsCluster"></a> ## FourButtonsCluster Buttons cluster container - 4 buttons. **Kind**: global class <a name="new_FourButtonsCluster_new"></a> ### new FourButtonsCluster(bottom, right, left, top) Create the cluster states. | Param | Type | Description | | --- | --- | --- | | bottom | <code>Boolean</code> | Bottom button state. | | right | <code>Boolean</code> | Right button state. | | left | <code>Boolean</code> | Left button state. | | top | <code>Boolean</code> | Top button state. | <a name="ThreeButtonsCluster"></a> ## ThreeButtonsCluster Buttons cluster container - 3 buttons. **Kind**: global class <a name="new_ThreeButtonsCluster_new"></a> ### new ThreeButtonsCluster(left, right, center) Create the cluster states. | Param | Type | Description | | --- | --- | --- | | left | <code>Boolean</code> | Left button state. | | right | <code>Boolean</code> | Right button state. | | center | <code>Boolean</code> | Center button state. | <a name="FrontButtons"></a> ## FrontButtons Front buttons. **Kind**: global class <a name="new_FrontButtons_new"></a> ### new FrontButtons() Create the cluster states. <a name="_gamepadButtonPressed"></a> ## \_gamepadButtonPressed() Get if a gamepad button is currently pressed. **Kind**: global function **Prviate**: