html5-plugin-canvas-gamepad
v0.1.2
Published
html5 Canvas Gamepad Plugin
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Readme
#CanvasGamepad
So you want to add a gamepad to a html5/canvas based app in html5
npm i html5-plugin-canvas-gamepad
###CanvasGamepad setup and configurations
in you html file add CanvasGamepad.setup()
/*
** this is a basic joystick and 1 button setup with start and select buttons
*/
onDeviceReady: function() {
CanvasGamepad.setup();
}
##Configuration options
CanvasGamepad is fully customizable, from button names, colors, layout and more.
| property | type | value(s) | description | example |
|-:|:-|:-|:-|:-|
|debug|boolean|true|false|show or hide event debug infodefault is false|debug:false
|
|trace|boolean|true|false|show or hide gamepad trace infodefault is false|trace:false
|
|canvas|string|id of target canvas|if left out, creates a new canvas object|canvas:"game"
|
|buttons|array|[]|collection of button objects|[{name:"x",color:"rgba(255,255,0,0.5)"}]
|
|button|object|{name:string,color:hex|rgb|rgba}|properties for custom buttons|[{name:"x",color:"rgba(255,255,0,0.5)"},{name:"y",color:"rgba(255,0,255,0.5)"}]
|
|layout|string|TOP_LEFT | TOP_RIGHT | BOTTOM_LEFT | BOTTOM_RIGHT|cardinal position of buttonsdefault is BOTTOM_RIGHT|layout:"BOTTOM_RIGHT"
|
|start|boolean|true|false|display start buttondefault is true|start:false
|
|select|boolean|true|false|display select buttondefault is false|select:false
|
|joystick|boolean|true|false|display joystick/dpaddefault is false|debug:false
|
|hidden|boolean|true|false|show or hide the gamepaddefault is false|this can be used to hide the gamepad if you are doing something else on screen|hidden:false
|
if you are using multikey.js to extend the CanvasGamepad for keyboard access
| property | type | value(s) | description | example |
|-:|:-|:-|:-|:-|
|buttons|array|[]|collection of button objects|[{name:"x",color:"rgba(255,255,0,0.5)", key:"[keyboard letter]"}]
|
|button|object|{name:string,color:hex|rgb|rgba}|properties for custom buttons|[{name:"x",color:"rgba(255,255,0,0.5)", key:"w"},{name:"y",color:"rgba(255,0,255,0.5)", key:"q"}]
|
|hint|boolean|true|false|show or hidekeyboard hintdefault is false|hint:true
|
###Config examples ######default options
CanvasGamepad.setup();
######one button, custom name, no start button
CanvasGamepad.setup({
start:false,
buttons:[
{name:"jump"}
]
});
######two buttons, custom names, custom colors, with select button
CanvasGamepad.setup({
select:true,
buttons:[
{name:"x",color:"rgba(255,255,0,0.5)"},
{name:"y",color:"rgba(0,255,255,0.75)"}
]
});
######target canvas
CanvasGamepad.setup({
canvas:"game"
});
######change layout canvas
CanvasGamepad.setup({
layout:"BOTTOM_LEFT"
});
######show trace & debug info
CanvasGamepad.setup({
trace:true,
debug:true
});
######all out everything
CanvasGamepad.setup({
select:true,
trace:true,
debug:true,
canvas:"game",
buttons:[
{name:"z", color:"#17861c"},
{name:"y", color:"rgb(134, 83, 23)"},
{name:"x", color:"rgba(204, 0, 51, 0.5)"},
]
});
######hidden gamepad
CanvasGamepad.setup({
hidden:true
});
######real world example
/*
** @description start the game
*/
game.init();
/*
** @description setup gamepad, no stick, no start, one button
*/
CanvasGamepad.setup({
canvas:"controller",
joystick:false,
start:false,
buttons:[
{name:"jump", color:"rgba(0,0,0,0.25)"}
]
});
######example using key binding with multikey.js
CanvasGamepad.setup(
{
canvas:"controller",
start:{name:"start", key:"b"},
select:{name:"select", key:"v"},
trace:true,
debug:true,
hint:true,
buttons:[
{name:"a", "key":"s"},
{name:"b", "key":"a"},
{name:"x", "key":"w"},
{name:"y", "key":"q"}
]
}
);
multikey.setup(CanvasGamepad.events, "qwasbv", true);
the above code is running in this example
###CanvasGamepad observable method
CanvasGamepad has an observable method that returns the current state map of the gamepad
observe();
CanvasGamepad.setup()
/*
** @description the below example simply logs out the observe method return
*/
setInterval(
function()
{
var map = CanvasGamepad.observe();
console.log(new Date() + ":" + JSON.stringify(map))
}
,1000
);
/*
** @description additionally, you can throw it into your main loop in canvas
*/
function draw()
{
if(CanvasGamepad)
{
gamepad(CanvasGamepad.observe())
}
}