Pads
Above being able to draw and everything else, A human interface is important. Supports rumble and pressure sensitivity.
Buttons List
Type | Buttons |
---|---|
Navigation | Pads.UP , Pads.DOWN , Pads.LEFT , Pads.RIGHT |
Action | Pads.TRIANGLE , Pads.CIRCLE , Pads.CROSS , Pads.SQUARE |
Function | Pads.SELECT , Pads.START |
Shoulder | Pads.L1 , Pads.R1 , Pads.L2 , Pads.R2 |
Stick | Pads.L3 , Pads.R3 |
Methods
get
Returns a pad object
const pad = Pads.get(port?);
Properties
- pad.btns: Button state on the current check.
- pad.old_btns: Button state on the last check.
- pad.lx: Left analog horizontal position (left = -127, default = 0, right = 128).
- pad.ly: Left analog vertical position (up = -127, default = 0, down = 128).
- pad.rx: Right analog horizontal position (left = -127, default = 0, right = 128).
- pad.ry: Right analog vertical position (up = -127, default = 0, down = 128).
update
Updates all pads pressed and stick positions data.
update();
pressed
Checks if a button is being pressed (continuously).
pressed(button);
justPressed
Checks if a button was pressed only once.
justPressed(button);
setEventHandler
Sets the pad object to listen events defined by Pads.newEvent, so it doesn't need to be updated.
setEventHandler();
newEvent
const event_id = Pads.newEvent(button, kind, function);
Creates an asynchronous pad event, returns the event id.
warning
Remember to set the pad object event handler first!
Pad Events
- Pads.PRESSED
- Pads.JUST_PRESSED
- Pads.NON_PRESSED
deleteEvent
Deletes the event created by Pads.newEvent.
Pads.deleteEvent(event_id);
getType
Gets gamepad type in the specified port.
const type = Pads.getType(port?);
Pad Types
- Pads.DIGITAL
- Pads.ANALOG
- Pads.DUALSHOCK
getPressure
Get button pressure level.
const press = Pads.getPressure(port?, button);
rumble
Rumble your gamepad.
Pads.rumble(port, big, small);