Constructor
new MicrogameGamepad(gamepad)
Parameters:
| Name | Type | Description | 
|---|---|---|
| gamepad | Gamepad | A gamepad from the Gamepad API | 
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Extends
Members
baseBindings
    Bindings to allow input for no matter what.
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bindings
    Binding of Gamepad API specific controls to key codes.
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(private) currBinding
    The current set of bindings we’re using from this.bindings. Set in module:input~MicrogameInput#gameInputStartUpdate based on the current game being played.
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(private) gamepad
    Reference to the gamepad from the Gamepad API
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(private) inputMatch
    Regex to match input values.
- Default Value:
- /(-)?(axes|buttons)(\d)+/
 
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(private) sensitivity
    How much input do we want to recieve from a gamepad before we translate it into output?
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(private) stateTracker
    What keys/controls are currently being used. Used in module:input~MicrogameInput#update exclusively.
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Methods
gameStartInputUpdate(game)
    Resets module:input~MicrogameInput#stateTracker and module:input~MicrogameInput#currBinding based on game. If the game’s bindings exist in MicrogameInput.baseBindings, use those. Otherwise, use “all”.
    Parameters:
| Name | Type | Description | 
|---|---|---|
| game | string | Current game being played. | 
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getAnyInput()
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Returns:
    If any input from the gamepad is being pressed.
    
        
            
    
    
    getInput(control) → {boolean}
Parameters:
| Name | Type | Description | 
|---|---|---|
| control | string | 
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Returns:
    if the control is being pressed.
- Type
- boolean
update()
    Called by MicrogameInputManager. Updates module:input~MicrogameInput#stateTracker based on inputs it detects.
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Returns:
    The keys that we're going to be pressing based on our recieved inputs.