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wcroachie/gamepad-wrapper
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makes gamepad api less confusing i suppose? idk
creates window.gamepads, which is an array that stores arbitrary GamepadProxy objects.
each GamepadProxy object looks like this:
{
axes : [
/* array of axes organized by their index as mapped to the original gamepad object */
{ /* example of arbitrary axis object */
value : {number}, // value of the axis/joystick fed from native gamepad object
threshold : {number}, // you can define the threshold to the distance each axis should be from its neutral position before triggering the onchange function
onchange : {function}, // fires when the value is above or below the threshold from neutral position
},
/* ...etc */
],
buttons : [
/* array of buttons organized by their index as mapped to the original gamepad object */
{ /* example of arbitrary button object */
pressed : {boolean}, // value of the button, whether it is pressed or not, fed from native gamepad object
/* pseudo-handlers */
onpressed : {function}, // fires when the button is down
onjustpressed : {function}, // fires first event cycle when the button is down (once)
onreleased : {function}, // fires when the button is up
onjustreleased : {function}, // fires first event cycle when the button is up (once)
},
/* ... etc */
],
analog : {boolean},
debug : {boolean},
gamepad : {object}, // stores the browser's native gamepad object this is wrapping
listener : {function}, // stores the interval function that is monitoring the original gamepad it is wrapping
}
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wrapper that simplified browser gamepad api
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