Gamepads
Index
Constructors
constructor
Returns Gamepads
Properties
publicevents
publicpollingEnabled
Opt in to polling for Gamepad input (default: false). Independent of the input host switch
set by engine.input.setEnabled(), polling only happens when both are on.
publicsupported
Whether or not Gamepad API is supported
publicstaticMinAxisMoveThreshold
The minimum value an axis has to move before considering it a change
Methods
publicat
Safely retrieves a Gamepad at a specific index and creates one if it doesn't yet exist
Parameters
index: number
Returns Gamepad
publiccount
Gets the number of connected gamepads
Returns number
publicemit
Type parameters
- TEventName: EventKey<GamepadEvents>
Parameters
eventName: TEventName
event: GamepadEvents[TEventName]
Returns void
publicgetValidGamepads
Returns a list of all valid gamepads that meet the minimum configuration requirement.
Returns Gamepad[]
publicinit
Returns void
publicoff
Type parameters
- TEventName: EventKey<GamepadEvents>
Parameters
eventName: TEventName
handler: Handler<GamepadEvents[TEventName]>
Returns void
publicon
Type parameters
- TEventName: EventKey<GamepadEvents>
Parameters
eventName: TEventName
handler: Handler<GamepadEvents[TEventName]>
Returns Subscription
publiconce
Type parameters
- TEventName: EventKey<GamepadEvents>
Parameters
eventName: TEventName
handler: Handler<GamepadEvents[TEventName]>
Returns Subscription
publicsetEnabled
Parameters
enabled: boolean
Returns void
publicsetMinimumGamepadConfiguration
Sets the minimum gamepad configuration, for example {axis: 4, buttons: 4} means this game requires at minimum 4 axis inputs and 4 buttons, this is not restrictive all other controllers with more axis or buttons are valid as well. If no minimum configuration is set all pads are valid.
Parameters
config: GamepadConfiguration
Returns void
publicupdate
Updates Gamepad state and publishes Gamepad events
Returns void
Excalibur leverages the HTML5 Gamepad API where it is supported to provide controller support for your games.