Different browsers/devices are sometimes loose about the devices they consider Gamepads, you can set minimum device requirements with
engine.input.gamepads.setMinimumGamepadConfiguration
so that undesired devices are not reported to you (Touchpads, Mice, Web
Cameras, etc.).
// ensures that only gamepads with at least 4 axis and 8 buttons are reported for events
engine.input.gamepads.setMinimumGamepadConfiguration({
axis: 4,
buttons: 8,
})
You can subscribe to gamepad connect and disconnect events through engine.input.gamepads.on
.
A GamepadConnectEvent or GamepadDisconnectEvent will be passed to you.
connect
- When a gamepad connects it will fire this event and pass a GamepadConnectEvent with a reference to the gamepad.disconnect
- When a gamepad disconnects it will fire this event and pass a GamepadDisconnectEventOnce you have a reference to a gamepad you may listen to changes on that gamepad with .on
. A GamepadButtonEvent or
GamepadAxisEvent will be passed to you.
button
- Whenever a button is pressed on the gameaxis
- Whenever an axisengine.input.gamepads.on('connect', (ce: ex.Input.GamepadConnectEvent) => {
const newPlayer = CreateNewPlayer() // pseudo-code for new player logic on gamepad connection
console.log('Gamepad connected', ce)
ce.gamepad.on('button', (be: ex.GamepadButtonEvent) => {
if (be.button === ex.Input.Buttons.Face1) {
newPlayer.jump()
}
})
ce.gamepad.on('axis', (ae: ex.GamepadAxisEvent) => {
if (ae.axis === ex.Input.Axis.LeftStickX && ae.value > 0.5) {
newPlayer.moveRight()
}
})
})
Gamepad buttons typically have values between 0 and 1, however depending on the sensitivity of the controller, even if a button is idle it could have a very tiny value. For this reason, you can pass in a threshold to several methods to customize how sensitive you want to be in detecting button presses.
You can inspect any connected Gamepad using Gamepad.isButtonPressed, Gamepad.getButton,
or you can subscribe to the button
event published on the Gamepad which passes
a GamepadButtonEvent to your handler.
// enable gamepad support
engine.input.gamepads.enabled = true
// query gamepad on update
engine.on('update', function (ev) {
// access any gamepad by index
if (engine.input.gamepads.at(0).isButtonPressed(ex.Input.Buttons.Face1)) {
ex.Logger.getInstance().info('Controller A button pressed')
}
// query individual button
if (engine.input.gamepads.at(0).getButton(ex.Input.Buttons.DpadLeft) > 0.2) {
ex.Logger.getInstance().info('Controller D-pad left value is > 0.2')
}
})
// subscribe to button events
engine.input.gamepads.at(0).on('button', function (ev) {
ex.Logger.getInstance().info(ev.button, ev.value)
})
Gamepad axes typically have values between -1 and 1, but even idle
sticks can still propagate very small values depending on the quality and age
of a controller. For this reason, you can set Gamepads.MinAxisMoveThreshold
to set the (absolute) threshold after which Excalibur will start publishing axis
events.
By default it is set to a value that normally will not throw events if a stick is idle.
You can query axes via Gamepad.getAxes or by subscribing to the axis
event on Gamepad
which passes a GamepadAxisEvent to your handler.
// enable gamepad support
engine.input.gamepads.enabled = true;
// query gamepad on update
engine.on('update', function(ev) {
// access any gamepad by index
const axisValue = = engine.input.gamepads.at(0).getAxes(ex.Input.Axes.LeftStickX));
if (axisValue > 0.5) {
ex.Logger.getInstance().info('Move right', axisValue);
}
});
// subscribe to axis events
engine.input.gamepads.at(0).on('axis', function(ev) {
ex.Logger.getInstance().info(ev.axis, ev.value);
});