Phaser.Input.Gamepad.Events

Scope: static

Source: src/input/gamepad/events/index.js#L7

Events:

Public Members

BUTTON_DOWN

BUTTON_DOWN

Description:

The Gamepad Button Down Event.

This event is dispatched by the Gamepad Plugin when a button has been pressed on any active Gamepad.

Listen to this event from within a Scene using: this.input.gamepad.on('down', listener).

You can also listen for a DOWN event from a Gamepad instance. See the GAMEPAD_BUTTON_DOWN event for details.

Parameters:

nametypeoptionaldescription
padPhaser.Input.GamepadNoA reference to the Gamepad on which the button was pressed.
buttonPhaser.Input.Gamepad.ButtonNoA reference to the Button which was pressed.
valuenumberNoThe value of the button at the time it was pressed. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.

Source: src/input/gamepad/events/BUTTON_DOWN_EVENT.js#L7
Since: 3.10.0


BUTTON_UP

BUTTON_UP

Description:

The Gamepad Button Up Event.

This event is dispatched by the Gamepad Plugin when a button has been released on any active Gamepad.

Listen to this event from within a Scene using: this.input.gamepad.on('up', listener).

You can also listen for an UP event from a Gamepad instance. See the GAMEPAD_BUTTON_UP event for details.

Parameters:

nametypeoptionaldescription
padPhaser.Input.GamepadNoA reference to the Gamepad on which the button was released.
buttonPhaser.Input.Gamepad.ButtonNoA reference to the Button which was released.
valuenumberNoThe value of the button at the time it was released. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.

Source: src/input/gamepad/events/BUTTON_UP_EVENT.js#L7
Since: 3.10.0


CONNECTED

CONNECTED

Description:

The Gamepad Connected Event.

This event is dispatched by the Gamepad Plugin when a Gamepad has been connected.

Listen to this event from within a Scene using: this.input.gamepad.once('connected', listener).

Note that the browser may require you to press a button on a gamepad before it will allow you to access it, this is for security reasons. However, it may also trust the page already, in which case you won't get the 'connected' event and instead should check GamepadPlugin.total to see if it thinks there are any gamepads already connected.

Parameters:

nametypeoptionaldescription
padPhaser.Input.GamepadNoA reference to the Gamepad which was connected.
eventEventNoThe native DOM Event that triggered the connection.

Source: src/input/gamepad/events/CONNECTED_EVENT.js#L7
Since: 3.0.0


DISCONNECTED

DISCONNECTED

Description:

The Gamepad Disconnected Event.

This event is dispatched by the Gamepad Plugin when a Gamepad has been disconnected.

Listen to this event from within a Scene using: this.input.gamepad.once('disconnected', listener).

Parameters:

nametypeoptionaldescription
padPhaser.Input.GamepadNoA reference to the Gamepad which was disconnected.
eventEventNoThe native DOM Event that triggered the disconnection.

Source: src/input/gamepad/events/DISCONNECTED_EVENT.js#L7
Since: 3.0.0


GAMEPAD_BUTTON_DOWN

GAMEPAD_BUTTON_DOWN

Description:

The Gamepad Button Down Event.

This event is dispatched by a Gamepad instance when a button has been pressed on it.

Listen to this event from a Gamepad instance. Once way to get this is from the pad1, pad2, etc properties on the Gamepad Plugin: this.input.gamepad.pad1.on('down', listener).

Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'.

You can also listen for a DOWN event from the Gamepad Plugin. See the BUTTON_DOWN event for details.

Parameters:

nametypeoptionaldescription
indexnumberNoThe index of the button that was pressed.
valuenumberNoThe value of the button at the time it was pressed. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.
buttonPhaser.Input.Gamepad.ButtonNoA reference to the Button which was pressed.

Source: src/input/gamepad/events/GAMEPAD_BUTTON_DOWN_EVENT.js#L7
Since: 3.10.0


GAMEPAD_BUTTON_UP

GAMEPAD_BUTTON_UP

Description:

The Gamepad Button Up Event.

This event is dispatched by a Gamepad instance when a button has been released on it.

Listen to this event from a Gamepad instance. Once way to get this is from the pad1, pad2, etc properties on the Gamepad Plugin: this.input.gamepad.pad1.on('up', listener).

Note that you will not receive any Gamepad button events until the browser considers the Gamepad as being 'connected'.

You can also listen for an UP event from the Gamepad Plugin. See the BUTTON_UP event for details.

Parameters:

nametypeoptionaldescription
indexnumberNoThe index of the button that was released.
valuenumberNoThe value of the button at the time it was released. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.
buttonPhaser.Input.Gamepad.ButtonNoA reference to the Button which was released.

Source: src/input/gamepad/events/GAMEPAD_BUTTON_UP_EVENT.js#L7
Since: 3.10.0


Private Members

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