Constructor
(package) new Gamepad()
Creates a new Gamepad object.
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Members
active :boolean
Whether the Gamepad object is active (true) or not (false). If false, the
state of the Gamepad object will not be updated.
Type:
- boolean
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(readonly) buttons :Array
A list of the Gamepad object's buttons and their current state. Each button
is indexed by their button ID.
Type:
- Array
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(readonly) connected :booelan
Indicates whether the Gamepad object is connected (true) or not (false).
Generally, this value should never be false as long as the Gamepad object
exists.
Type:
- booelan
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(readonly) id :number
An ID string containing information about the physical device that the
Gamepad object represents. Note that this value is set by the manufacturer
of the current physical device.
Type:
- number
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(readonly) index :number
An integer that is auto-incremented to be unique for each device
currently connected to the system.
Type:
- number
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(readonly) stickLeft :rune.geom.Point
The direction of the left joystick of the input device. The direction is
represented by a Point object that describes the x- and y-axis of the
joystick.
Type:
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(readonly) stickLeftDown :booelan
If the left analog stick of the Gamepad object is facing down.
Type:
- booelan
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(readonly) stickLeftJustDown :booelan
If the left analog stick of the Gamepad object was just facing down.
Type:
- booelan
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(readonly) stickLeftJustLeft :booelan
If the left analog stick of the Gamepad object was just facing left.
Type:
- booelan
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(readonly) stickLeftJustRight :booelan
If the left analog stick of the Gamepad object was just facing right.
Type:
- booelan
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(readonly) stickLeftJustUp :booelan
If the left analog stick of the Gamepad object was just facing up.
Type:
- booelan
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(readonly) stickLeftLeft :booelan
If the left analog stick of the Gamepad object is facing left.
Type:
- booelan
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(readonly) stickLeftRight :booelan
If the left analog stick of the Gamepad object is facing right.
Type:
- booelan
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(readonly) stickLeftUp :booelan
If the left analog stick of the Gamepad object is facing up.
Type:
- booelan
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(readonly) stickRight :rune.geom.Point
The direction of the right joystick of the input device. The direction is
represented by a Point object that describes the x- and y-axis of the
joystick.
Type:
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(readonly) stickRightDown :booelan
If the right analog stick of the Gamepad object is facing down.
Type:
- booelan
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(readonly) stickRightJustDown :booelan
If the right analog stick of the Gamepad object was just facing down.
Type:
- booelan
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(readonly) stickRightJustLeft :booelan
If the right analog stick of the Gamepad object was just facing left.
Type:
- booelan
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(readonly) stickRightJustRight :booelan
If the right analog stick of the Gamepad object was just facing right.
Type:
- booelan
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(readonly) stickRightJustUp :booelan
If the right analog stick of the Gamepad object was just facing up.
Type:
- booelan
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(readonly) stickRightLeft :booelan
If the right analog stick of the Gamepad object is facing left.
Type:
- booelan
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(readonly) stickRightRight :booelan
If the right analog stick of the Gamepad object is facing right.
Type:
- booelan
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(readonly) stickRightUp :booelan
If the right analog stick of the Gamepad object is facing up.
Type:
- booelan
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threshold :number
The "dead zone" threshold of a joystick. All input data lower than this
value is ignored.
Type:
- number
- Default Value:
- 0.2
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tolerance :number
Threshold for when input data from joysticks is to be counted as a
boolean true value.
Type:
- number
- Default Value:
- 0.5
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Methods
justPressed(button) → {boolean}
Whether a specific button on the input device was just pressed. The button
is identified based on its button ID.
Parameters:
Name | Type | Description |
---|---|---|
button |
number | Button ID. |
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Returns:
- Type
- boolean
justReleased(button) → {boolean}
Whether a specific button on the input device was just released. The button
is identified based on its button ID.
Parameters:
Name | Type | Description |
---|---|---|
button |
number | Button ID. |
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Returns:
- Type
- boolean
pressed(button) → {boolean}
Whether a specific button on the input device is pressed. The button is
identified based on its button ID.
Parameters:
Name | Type | Description |
---|---|---|
button |
number | Button ID. |
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Returns:
- Type
- boolean
reset() → {undefined}
Resets the state of the Gamepad object.
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Returns:
- Type
- undefined
vibrate(durationopt, delayopt, weakopt, strongopt, typeopt) → {undefined}
Triggers the gamepad vibration using the specified effect type.
Parameters:
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
duration |
number |
<optional> |
250 | The duration of the vibration in milliseconds. |
delay |
number |
<optional> |
0 | The delay before the vibration starts, in milliseconds. |
weak |
number |
<optional> |
1.0 | The intensity of the weak (low-frequency) vibration, ranging from 0.0 to 1.0. |
strong |
number |
<optional> |
1.0 | The intensity of the strong (high-frequency) vibration, ranging from 0.0 to 1.0. |
type |
string |
<optional> |
"dual-rumble" | The type of vibration effect to use (e.g., "dual-rumble"). |
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Returns:
- Type
- undefined