Sticks and triggers are mapped to gamepad.axes indices.
Button names are mapped to gamepad.buttons indices.
True if the controller has analog triggers. False if the controller has digital (button) triggers.
The amount of frames an input must be pressed to be considered held.
If the controller is a mock controller.
Left shoulder button.
Has x and y properties with -1 to 1 values which represent the position of the left analog stick.
{x: 0, y: 0} is the center position.
Analog value 0-1 of the left trigger.
Left stick button. Activated by pressing down on the left analog stick.
Digital left trigger.
Right shoulder button.
Has x and y properties with -1 to 1 values which represent the position of the right analog stick.
{x: 0, y: 0} is the center position.
Analog value 0-1 of the right trigger.
Right stick button. Activated by pressing down on the right analog stick.
Digital right trigger.
Alias for l (left shoulder button).
l1 is what it's called on PlayStation controllers.
Alias for leftTrigger (analog left trigger).
l2 is what it's called on PlayStation controllers.
Alias for lsb (left stick button).
l3 is what it's called on PlayStation controllers.
Alias for l (left shoulder button).
lb is what it's called on Xbox controllers.
Verbose alias for lsb.
Alias for leftStick.
Alias for r (right shoulder button).
r1 is what it's called on PlayStation controllers.
Alias for rightTrigger (analog right trigger).
r2 is what it's called on PlayStation controllers.
Alias for rsb (right stick button).
r3 is what it's called on PlayStation controllers.
Alias for r (right shoulder button).
rb is what it's called on Xbox controllers.
Verbose alias for rsb.
Alias for rightStick.
Alias for lt (digital left trigger).
zl is what it's called on Nintendo controllers.
Alias for rt (digital right trigger).
zr is what it's called on Nintendo controllers.
Optionalinp: stringtrue on the first frame that the user released a held input
Optionalinp: stringthe amount of frames the user has been holding the input
Optionalinp: stringtrue on the first frame that the user holds the input
Optionalinp: stringtrue on the first frame that the user presses the input
Optionalinp: stringthe amount of frames the user has been pressing the input
Optionalinp: stringtrue on the first frame that the user released the input
Optionalinp: any
Stores the input status of buttons, triggers, and sticks on game controllers. Used internally to create controller objects for the
controsarray (akacontrollers).Can also be used to create a mock controller object.