Multi-touch gamepad with buttons and joystick for JavaScript games, apps, IOT
npm install @rbuljan/gamepadGamepad instance is a handy wrapper for all your Joystick and Button Controllers.
Gamepad is optional (you can use the exposed Joystick and Button Controllers as standalone) it comes of great use when building an app where you need to often change your different Gamepads. Take for example: Game-Menu vs. In-Game, or an app that has multiple games where each requires a different Gamepad.
position property, but can be set to fixed: false and will reposition on touch.
sh
npm install @rbuljan/gamepad
`
Usage
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`js
import { Gamepad } from "@rbuljan/gamepad";
const GP = new Gamepad([
new Joystick({
id: "controller-move", // MANDATORY!
parentElement: document.querySelector("#app-left"), // Where to append the controller
fixed: false, // Change position on touch-start
position: {
// Initial position on inside parent
left: "15%",
top: "50%",
},
onInput(state) {
// Triggered on angle or value change.
// // If you update your Player position and angle continuously inside a
// // requestAnimationFrame you're good to go with i.e:
// Player.controller.value = state.value;
// Player.controller.angle = state.angle;
//
// // otherwise use here something like:
// Player.move(state.value, state.angle);
// to update your player position when the Controller triggers onInput
},
}),
new Button({
id: "controller-fire", // MANDATORY!
parentElement: document.querySelector("#app-right"),
position: {
// Anchor point position
right: "15%",
bottom: "50%",
},
onInput(state) {
// Triggered on value change.
// // If value is 1 - Player should fire!
// if (!state.value) return;
// Player.fire();
//
GP.vibrate([100]); // Vibrate the Gamepad for 100ms
// // You can also use a pattern with pauses of 30ms:
// GP.vibrate([200, 30, 100, 30, 200])
},
}),
]);
// Retrieve all your Controllers instances
console.log(GP.controllers); // {"controller-move: Joystick{}, "controller-fire": Button{}}
`
Standalone Controllers
Joystick and Button Controllers can be also used as standalone (without the Gamepad _wrapper_)
`js
import { Joystick, Button } from "@rbuljan/gamepad";
const ControllerPanorama = new Joystick({
id: "joystick-panorama",
parentElement: document.querySelector("#app"),
axis: "x",
spring: false, // Don't reset (center) joystick on touch-end
onInput(state) {
// App.panorama.rotateX(state.value);
},
});
const ControllerMenu = new Button({
id: "button-menu",
parentElement: document.querySelector("#app"),
spring: false, // Act as a checkbox
text: "☰",
radius: 20,
position: {
left: "50%",
top: "35px",
},
style: {
color: "#fff",
background: "rgba(0,0,0,0.2)",
},
onInput(state) {
// App.menu.toggle(state.isActive);
},
});
`
Initialize your controllers manually:
`js
ControllerMenu.init();
ControllerPanorama.init();
// When needed destroy your controllers:
// ControllerMenu.destroy()
// ControllerPanorama.destroy();
`
or rather - add them to an existing Gamepad instance to initialize them automatically:
`js
// ... instead of using .init() ...
import { Gamepad } from "@rbuljan/gamepad";
const GP = new Gamepad();
GP.add(ControllerPanorama, ControllerMenu);
// When needed destroy all controllers at once:
// GP.destroy()
`
CSS: Active state
To add _active_ state styles, use CSS like:
`css
.Gamepad-controller.is-active {
box-shadow: 0 0 50px currentColor;
}
`
Gamepad
Syntax:
`js
new Gamepad();
new Gamepad( [Controller, ...] );
`
Accepts an argument Array of either controllerOptions or Controller instances
It automatically creates and initializes (init()) its Controllers.
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| Method | Arguments | Description |
| -------------------------------- | ------------------------------------- | ------------------------------------------------------- |
| add(Controller,...) | Controller | Add and initialize controllers |
| remove(string\|Controller,...) | controllerId or Controller | Remove (and destroy) specific Controllers |
| destroy(id?) | (Optional) controllerId or Controller | Destroy all associated Controller instances |
| requestFullScreen() | | Invoke FullScreen API
on first touch |
| exitFullScreen() | | Revoke FullScreen API |
| isVibrationSupported() | | Returns Boolean, true is Navigator supports vibration |
| vibrate(number[]) | i.e: [200] or [200,30,100,30,200] | _ms_ vibration time Array of vibrate and pause pattern |
Gamepad Methods are chainable, i.e: .vibrate(400).destroy().exitFullScreen()
Controller (_Joystick, Button_)
Standalone syntax
`js
new Joystick({ controllerOptions });
new Button({ controllerOptions });
`
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| Property | Type | Value | Description |
| ------------------------- | ---------- | ---------------------------------------------- | ----------------------------------------------------------- |
| id MANDATORY | String | | Unique ID name (Mandatory) |
| type | String | "joystick"(Default)
"button" | Type of controller (Not necessary in standalone) |
| axis | String | "all"(Default)
"x"
"y" | Movement axis constraint (Joystick) |
| fixed | Boolean | true | Set to false to change position on touch-start |
| parentElement | String | an HTMLElement | Parent to insert into |
| position | CSS Object | {top: "50%", left: "50%"} | Controller initial position inside parent |
| radius | Number | 50 | Controller radius in _px_ |
| spring | boolean | true | Set to false to keep state and values on touch-end/cancel |
| style | CSS Object | {} | Custom CSS styles |
| text | String | "" | Button text or inner HTML |
| onInput(state) | Function | contains the current state of the controller | Callback on touch-start/move/end/cancel |
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| Method | Description |
| ----------- | --------------------------------------- |
| init() | Manually initialize Controller instance |
| destroy() | Destroy Controller instance |
\*Notice:
the onInput(state) will not be triggered on touch-end for controllers which property spring is set to false.
Controller output values
Inside the onInput(state) method you can use the state to retrieve this various dynamic values.
Alternatively, you can also use your Gamepad instance controllers like i.e: const throttleVal = GP.controllers.throttle.value (where throttle is the Controller ID you set when registering your controllers {throttle: {...controllerOptions}})
| Property | Type | Description |
| --------------- | ------- | ---------------------------------------------- |
| value | Number | 0.0 - 1.0 (Joystick)
0, 1 (Button) |
| angle | Number | Normalized Angle in radians (Joystick) |
| isPress | Boolean | true on touch-start |
| isDrag | Boolean | true on touch-move (Joystick) |
| isActive | Boolean | true if has _"is-active"_ className |
| x_start | Number | _px_ Relative x touch-start coordinates |
| y_start | Number | _px_ Relative y touch-start coordinates |
| x_drag | Number | _px_ Relative x touch-move coordinates |
| y_drag | Number | _px_ Relative y touch-move coordinates |
| x_diff | Number | _px_ Difference x from start and move |
| y_diff | Number | _px_ Difference y from start and move |
| distance_drag | Number | _px_ Drag distance (capped to max radius) |
PS:
Inspect your desired Controller ID to get more useful properties and values.
To preview all your Controllers instances:
`js
const GP = new Gamepad([controllerOptions_move, controllerOptions_fire_1, ...]);
console.log(GP.controllers);
/*
Example output: an object with key-value pairs of all controllers.
{ id: Controller }
{
move: Joystick{},
fire_1: Button{},
fire_2: Button{},
settings: Button{}
}
*/
`
UI Strategies
Controller's anchor points (position) are fixed by default. In such case you can set all your Controllers parentElement to the same DOM Element.
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Some apps, games, are best experienced with non-fixed Controllers fixed: false.
Non-fixed controllers can change the position on screen depending on where the touch-start Event landed.
In such case, to prevent your controllers to overlap each-other the best strategy is to insert them into different parent Elements:
`html
`
`js
new Gamepad([
new Joystick({
id: "move",
parentElement: document.querySelector("#app-touchArea-left"),
fixed: false,
//...
}),
new Button({
id: "fire",
parentElement: document.querySelector("#app-touchArea-right"),
fixed: false,
//...
}),
]);
`
---
Development and Example demo
`sh
npm i
to run the "/example/index.html" and start developing
npm run dev
To build the example
npm run build
`
Since only touch events are supported: open Dev tools, inspect, and set preview as _Mobile_
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To test the example demo from a mobile device:
- Run npm run dev
- Set your Mobile device Settings Developer Mode ON, and turn ON USB Debugging mode
- In your computer find your IPv4 Address using ipconfig or ifconfig` from terminal.