Gamepad simulates an analog joystick input using the keyboard. Many times when we access key presses, what we are really doing is pretending that WASD, the arrow keys or some other combination are actually a D-pad or joystick with an X and Y axis, and 1 or 2 fire buttons. Gamepad handles the event capture, maths and other details of this for you, so you only have to think about how you want your game to respond to this input.
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Added Javadoc comments for all classes. Many public vars are now behind getters. Should be non-breaking unless you've been poking around where you shouldn't ;)
98d04faView on GitHubMajor revision! New package structure. Inputs are no longer Booleans, they are now their own class (GamepadInput.as and GamepadMultiInput.as), with an isDown property, as well as new properties for isPressed (i.e. pressed that frame) and isReleased (released that frame), which means they can be used instead of events. One input can now have multiple keys mapped to it, meaning you can have 2 sets of keys controlling a single gamepad - nice!
361f943View on GitHubAdded ease property to Gamepad. Car can't turn when stationary in demo.
03a01caView on GitHub