Joystick
Available since LÖVE 0.9.0 |
This type is not supported in earlier versions. |
Represents a physical joystick.
Contents
Constructors
love.joystick.getJoysticks | Gets a list of connected Joysticks. | 0.9.0 |
Functions
Joystick:getAxes | Gets the direction of each axis. | 0.9.0 | |
Joystick:getAxis | Gets the direction of an axis. | 0.9.0 | |
Joystick:getAxisCount | Gets the number of axes on the joystick. | 0.9.0 | |
Joystick:getButtonCount | Gets the number of buttons on the joystick. | 0.9.0 | |
Joystick:getDeviceInfo | Gets the OS-independent device info of the joystick. | 11.3 | |
Joystick:getGUID | Gets a stable GUID unique to the type of the physical joystick. | 0.9.0 | |
Joystick:getGamepadAxis | Gets the direction of a virtual gamepad axis. | 0.9.0 | |
Joystick:getGamepadMapping | Gets the button, axis or hat that a virtual gamepad input is bound to. | 0.9.0 | |
Joystick:getGamepadMappingString | Gets the full gamepad mapping string of this Joystick, or nil if it's not recognized as a gamepad. | 11.3 | |
Joystick:getGamepadType | Gets the GamepadType of the Joystick, if it's recognized as a gamepad. | 12.0 | |
Joystick:getHat | Gets the direction of a hat. | 0.9.0 | |
Joystick:getHatCount | Gets the number of hats on the joystick. | 0.9.0 | |
Joystick:getID | Gets the joystick's unique identifier. | 0.9.0 | |
Joystick:getJoystickType | Gets the JoystickType of the Joystick. | 12.0 | |
Joystick:getName | Gets the name of the joystick. | 0.9.0 | |
Joystick:getPlayerIndex | Gets the player index of this Joystick. This corresponds to an indicator light on many common gamepads. | 12.0 | |
Joystick:getSensorData | Gets the latest data for the given sensor type for this Joystick | 12.0 | |
Joystick:getVibration | Gets the current vibration motor strengths on a Joystick with rumble support. | 0.9.0 | |
Joystick:hasSensor | Gets whether the specified sensor exists in the Joystick. | 12.0 | |
Joystick:isConnected | Gets whether the Joystick is connected. | 0.9.0 | |
Joystick:isDown | Checks if a button on the Joystick is pressed. | 0.9.0 | |
Joystick:isGamepad | Gets whether the Joystick is recognized as a gamepad. | 0.9.0 | |
Joystick:isGamepadDown | Checks if a virtual gamepad button on the Joystick is pressed. | 0.9.0 | |
Joystick:isSensorEnabled | Gets whether the specified sensor is currently enabled on this Joystick. | 12.0 | |
Joystick:isVibrationSupported | Gets whether the Joystick supports vibration. | 0.9.0 | |
Joystick:setPlayerIndex | Sets the player index of this Joystick. This corresponds to an indicator light on many common gamepads. | 12.0 | |
Joystick:setSensorEnabled | Enables or disables the specified sensor on this Joystick. | 12.0 | |
Joystick:setVibration | Sets the vibration motor speeds on a Joystick with rumble support. | 0.9.0 | |
Object:release | Immediately destroys the object's Lua reference. | 11.0 | |
Object:type | Gets the type of the object as a string. | ||
Object:typeOf | Checks whether an object is of a certain type. |
Enums
GamepadAxis | Virtual gamepad axes. | 0.9.0 | |
GamepadButton | Virtual gamepad buttons. | 0.9.0 | |
GamepadType | Types of gamepad controllers. | 12.0 | |
JoystickHat | Joystick hat positions. | 0.5.0 | |
JoystickInputType | Types of Joystick inputs. | 0.9.0 | |
JoystickType | Types of Joysticks. | 12.0 |
Supertypes
Examples
Display the last button pressed of a controller on-screen
local lastbutton = "none"
function love.gamepadpressed(joystick, button)
lastbutton = button
end
function love.draw()
love.graphics.print("Last gamepad button pressed: "..lastbutton, 10, 10)
end
Move a circle with the d-pad of a controller
function love.load()
local joysticks = love.joystick.getJoysticks()
joystick = joysticks[1]
position = {x = 400, y = 300}
speed = 300
end
function love.update(dt)
if not joystick then return end
if joystick:isGamepadDown("dpleft") then
position.x = position.x - speed * dt
elseif joystick:isGamepadDown("dpright") then
position.x = position.x + speed * dt
end
if joystick:isGamepadDown("dpup") then
position.y = position.y - speed * dt
elseif joystick:isGamepadDown("dpdown") then
position.y = position.y + speed * dt
end
end
function love.draw()
love.graphics.circle("fill", position.x, position.y, 50)
end
Move a circle with sticks
function love.load()
local joysticks = love.joystick.getJoysticks()
joystick = joysticks[1]
leftCircle = {x = 200, y = 280, size = 50}
rightCircle = {x = 600, y = 280, size = 50}
speed = 300
end
function love.update(dt)
if not joystick then return end
leftCircle.x = leftCircle.x + dt*speed*joystick:getGamepadAxis("leftx")
leftCircle.y = leftCircle.y + dt*speed*joystick:getGamepadAxis("lefty")
rightCircle.x = rightCircle.x + dt*speed*joystick:getGamepadAxis("rightx")
rightCircle.y = rightCircle.y + dt*speed*joystick:getGamepadAxis("righty")
end
function love.draw()
local leftSize = (1-joystick:getGamepadAxis("triggerleft"))*leftCircle.size
local rightSize = (1-joystick:getGamepadAxis("triggerright"))*rightCircle.size
love.graphics.circle("fill", leftCircle.x, leftCircle.y, leftSize)
love.graphics.circle("fill", rightCircle.x, rightCircle.y, rightSize)
end
See Also
- love.joystickadded
- love.joystickremoved
- love.joystickpressed
- love.joystickreleased
- love.joystickaxis
- love.joystickhat
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