Class: Gamepads

rune.input.Gamepads(optionsopt)

The Gamepads class represents a gamepad device handler, where each device is represented by a Gamepad object.

Constructor

new Gamepads(optionsopt)

Creates a new instance of the class.
Parameters:
Name Type Attributes Description
options Object <optional>
Gamepad settings.
Source:

Members

enable :boolean

Whether the gamepads subsystem should be enabled (true) or not (false). When the subsystem is inactive, devices do not respond to input.
Type:
  • boolean
Source:

(readonly) numGamepads :number

Returns the number of connected gamepads. This value is always represented by an integer between 0 and 4.
Type:
  • number
Source:

(readonly) stickLeftDown :boolean

Returns true if the direction of any of the connected gamepad's left analog stick is facing down. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickLeftJustDown :boolean

Returns true if the direction of any of the connected gamepad's left analog stick was just facing down. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickLeftJustLeft :boolean

Returns true if the direction of any of the connected gamepad's left analog stick was just facing left. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickLeftJustRight :boolean

Returns true if the direction of any of the connected gamepad's left analog stick was just facing right. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickLeftJustUp :boolean

Returns true if the direction of any of the connected gamepad's left analog stick was just facing up. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickLeftLeft :boolean

Returns true if the direction of any of the connected gamepad's left analog stick is facing left. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickLeftRight :boolean

Returns true if the direction of any of the connected gamepad's left analog stick is facing right. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickLeftUp :boolean

Returns true if the direction of any of the connected gamepad's left analog stick is facing up. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickRightDown :boolean

Returns true if the direction of any of the connected gamepad's right analog stick is facing down. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickRightJustDown :boolean

Returns true if the direction of any of the connected gamepad's right analog stick was just facing down. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickRightJustLeft :boolean

Returns true if the direction of any of the connected gamepad's right analog stick was just facing left. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickRightJustRight :boolean

Returns true if the direction of any of the connected gamepad's right analog stick was just facing right. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickRightJustUp :boolean

Returns true if the direction of any of the connected gamepad's right analog stick was just facing up. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickRightLeft :boolean

Returns true if the direction of any of the connected gamepad's right analog stick is facing left. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickRightRight :boolean

Returns true if the direction of any of the connected gamepad's right analog stick is facing right. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

(readonly) stickRightUP :boolean

Returns true if the direction of any of the connected gamepad's right analog stick is facing up. For gamepads that do not have analog sticks, this value is always false.
Type:
  • boolean
Source:

Methods

get(id) → {rune.input.Gamepad}

Request an instance of the Gamepad class. Each instance represents a connected device. Because the subsystem can handle up to four devices, an ID between 0 and 3 must be used. The method always returns a Gamepad object, even if there is no connected physical device for the requested ID. A Gamepad object that is not connected to a physical device can still be used via code, but all input is always false for that Gamepad object.
Parameters:
Name Type Description
id number ID of requested Gamepad object.
Source:
Throws:
If the requested ID is outside the range of possible IDs.
Type
RangeError
Returns:
Type
rune.input.Gamepad

justPressed(button) → {boolean}

Check if any of the connected devices just pressed a specific button that is identified by its button ID.
Parameters:
Name Type Description
button number button Button ID.
Source:
Returns:
Type
boolean

justReleased(button) → {boolean}

Check if any of the connected devices released a specific button that is identified via their button ID.
Parameters:
Name Type Description
button number button Button ID.
Source:
Returns:
Type
boolean

pressed(button) → {boolean}

Check if one of the connected devices presses a specific button which is identified via its button ID.
Parameters:
Name Type Description
button number Button ID.
Source:
Returns:
Type
boolean

reset() → {undefined}

Resets the input of all connected Gamepad objects.
Source:
Returns:
Type
undefined

vibrate(durationopt, delayopt, weakopt, strongopt, typeopt) → {undefined}

Triggers vibration on all connected gamepads.
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").
Source:
Returns:
Type
undefined