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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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