input/gamepad
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.spritesheet('controller-indicator', 'assets/misc/controller-indicator.png', 16,16);
}
var sprite;
var pad1;
var indicator;
function create() {
game.stage.backgroundColor = '#736357';
sprite = game.add.sprite(300, 300, 'phaser');
sprite.anchor.setTo(0.5,0.5);
indicator = game.add.sprite(10,10, 'controller-indicator');
indicator.scale.x = indicator.scale.y = 2;
indicator.animations.frame = 1;
game.input.gamepad.start();
// To listen to buttons from a specific pad listen directly on that pad game.input.gamepad.padX, where X = pad 1-4
pad1 = game.input.gamepad.pad1;
game.input.onDown.add(dump, this);
}
function dump() {
console.log(pad1._axes[0]);
console.log(pad1._rawPad.axes[0]);
}
function update() {
// Pad "connected or not" indicator
if (game.input.gamepad.supported && game.input.gamepad.active && pad1.connected)
{
indicator.animations.frame = 0;
}
else
{
indicator.animations.frame = 1;
}
// Controls
if (pad1.isDown(Phaser.Gamepad.XBOX360_DPAD_LEFT) || pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X) < -0.1)
{
sprite.x--;
}
else if (pad1.isDown(Phaser.Gamepad.XBOX360_DPAD_RIGHT) || pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X) > 0.1)
{
sprite.x++;
}
if (pad1.isDown(Phaser.Gamepad.XBOX360_DPAD_UP) || pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_Y) < -0.1)
{
sprite.y--;
}
else if (pad1.isDown(Phaser.Gamepad.XBOX360_DPAD_DOWN) || pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_Y) > 0.1)
{
sprite.y++;
}
if (pad1.justPressed(Phaser.Gamepad.XBOX360_A))
{
sprite.angle += 5;
}
if (pad1.justReleased(Phaser.Gamepad.XBOX360_B))
{
sprite.scale.x += 0.01;
sprite.scale.y = sprite.scale.x;
}
if (pad1.connected)
{
var rightStickX = pad1.axis(Phaser.Gamepad.XBOX360_STICK_RIGHT_X);
var rightStickY = pad1.axis(Phaser.Gamepad.XBOX360_STICK_RIGHT_Y);
if (rightStickX)
{
sprite.x += rightStickX * 10;
}
if (rightStickY)
{
sprite.y += rightStickY * 10;
}
}
}
function render() {
// game.debug.text(pad1)
}