A JavaScript library that lets you handle, configure, and use gamepad and controllers on a browser.
Version 2.0.0 - Enhanced fork with improved TypeScript support, additional constants, and better controller detection.
@ribajs/gameController.js is a lightweight library (~9KB minified) written in TypeScript that uses the standard Gamepad API, and does not have any plugin/library dependencies.
- âś… Full TypeScript support with type definitions
- âś…
GAMEPAD_BUTTONSandGAMEPAD_AXESconstants for W3C standard gamepad mapping - âś…
controllerIdproperty for automatic controller type detection - âś… Enhanced
GamepadStateinterface (formerlyGCGamepad) - âś… Improved event handling and performance
- âś… Better browser compatibility
From npm:
npm i @ribajs/gamecontroller.jsFrom yarn:
yarn add @ribajs/gamecontroller.jsFrom pnpm:
pnpm add @ribajs/gamecontroller.jsDirectly into your webpage (check latest release on github):
<script src="./gamecontroller.min.js"></script>import { gameControl, GAMEPAD_BUTTONS, GAMEPAD_AXES } from '@ribajs/gamecontroller.js';
gameControl.on('connect', (gamepad) => {
console.log(`Controller connected: ${gamepad.controllerId}`);
// Use constants for better readability
gamepad.before(`button${GAMEPAD_BUTTONS.BUTTON_BOTTOM}`, () => {
console.log('A/Cross button pressed!');
});
// Or use aliases
gamepad.on('up', moveCharacterUp);
});const { gameControl, GAMEPAD_BUTTONS } = require('@ribajs/gamecontroller.js');
gameControl.on('connect', function(gamepad) {
gamepad.on('up', moveCharacterUp);
});After importing the library into your webpage, gameControl will be available globally. This object comes with a series of properties and methods that will allow to handle the different gamepads connected to the computer.
The connected gamepads will be stored in a list of GamepadState objects in gameControl. This GamepadState object is not the default one returned by the browser but a higher-level interface to interact with it and simplify its usability.
gameControl.on('connect', function(gamepad) {
gamepad.on('up', moveCharacterUp);
});The library exports GAMEPAD_BUTTONS and GAMEPAD_AXES constants matching the W3C Gamepad API specification:
import { GAMEPAD_BUTTONS, GAMEPAD_AXES } from '@ribajs/gamecontroller.js';
// Button indices (0-16)
GAMEPAD_BUTTONS.BUTTON_BOTTOM // 0 - A (Xbox) / Cross (PS)
GAMEPAD_BUTTONS.BUTTON_RIGHT // 1 - B (Xbox) / Circle (PS)
GAMEPAD_BUTTONS.BUTTON_LEFT // 2 - X (Xbox) / Square (PS)
GAMEPAD_BUTTONS.BUTTON_TOP // 3 - Y (Xbox) / Triangle (PS)
GAMEPAD_BUTTONS.BUMPER_LEFT // 4 - LB/L1
GAMEPAD_BUTTONS.BUMPER_RIGHT // 5 - RB/R1
GAMEPAD_BUTTONS.TRIGGER_LEFT // 6 - LT/L2
GAMEPAD_BUTTONS.TRIGGER_RIGHT // 7 - RT/R2
GAMEPAD_BUTTONS.BUTTON_CONTROL_LEFT // 8 - Select/Back/Share
GAMEPAD_BUTTONS.BUTTON_CONTROL_RIGHT // 9 - Start/Menu/Options
GAMEPAD_BUTTONS.BUTTON_JOYSTICK_LEFT // 10 - Left stick click
GAMEPAD_BUTTONS.BUTTON_JOYSTICK_RIGHT // 11 - Right stick click
GAMEPAD_BUTTONS.D_PAD_UP // 12
GAMEPAD_BUTTONS.D_PAD_BOTTOM // 13
GAMEPAD_BUTTONS.D_PAD_LEFT // 14
GAMEPAD_BUTTONS.D_PAD_RIGHT // 15
GAMEPAD_BUTTONS.BUTTON_CONTROL_MIDDLE // 16 - Home/Guide/PS button
// Axis indices (0-3)
GAMEPAD_AXES.JOYSTICK_LEFT_HORIZONTAL // 0
GAMEPAD_AXES.JOYSTICK_LEFT_VERTICAL // 1
GAMEPAD_AXES.JOYSTICK_RIGHT_HORIZONTAL // 2
GAMEPAD_AXES.JOYSTICK_RIGHT_VERTICAL // 3For the object gameControl, events are associated using the .on() method:
gameControl.on('connect', gamepad => {
console.log('A new gamepad was connected!');
});Here is a list of the events that can be associated using .on():
| Name | Description |
|---|---|
connect |
Triggered every time that a gamepad is connected to the browser. It returns an instance of the `gamepad` object described below. |
disconnect |
Triggered when a gamepad is disconnected from the browser. |
beforeCycle |
Triggered before the gamepads are checked for pressed buttons/joysticks movement (before those events are triggered). |
afterCycle |
Triggered after the gamepads are checked for pressed buttons/joysticks movement (after those events have been triggered). |
The events for the gamepad objects work a little bit different. The event name, is the name of the button/direction that was activated (e.g. button0, up, etc.) And there are three functions that can be used to associate event handlers for them in different situations:
.on(): triggered every cycle, while the button/joystick is pressed/active..before(): triggered the first cycle that a button/joystick is pressed..after(): triggered the first cycle after a button/joystick stopped being pressed.
All three functions can be chained and allow two parameters: the first one is the button/direction that was activated, and the second parameter is the callback function. Example:
gamepad.on('button0', () => { console.log('Button 0 still pressed...'); })
.before('button0', () => { console.log('Button 0 pressed...'); })
.after('button0', () => { console.log('Button 0 was released'; });To see the event flow and how the different events are lined-up and interact with each other, check the examples in the examples/ folder.
These are the events that can be passed as first parameter to the event functions:
| Name | Description |
|---|---|
button0 |
Triggered when button 0 is pressed. |
button1 |
Triggered when button 1 is pressed. |
button2 |
Triggered when button 2 is pressed. |
button3 |
Triggered when button 3 is pressed. |
button4 |
Triggered when button 4 is pressed. |
button5 |
Triggered when button 5 is pressed. |
button6 |
Triggered when button 6 is pressed. |
button7 |
Triggered when button 7 is pressed. |
button8 |
Triggered when button 8 is pressed. |
button9 |
Triggered when button 9 is pressed. |
button10 |
Triggered when button 10 is pressed. |
button11 |
Triggered when button 11 is pressed. |
button12 |
Triggered when button 12 is pressed. |
button13 |
Triggered when button 13 is pressed. |
button14 |
Triggered when button 14 is pressed. |
button15 |
Triggered when button 15 is pressed. |
button16 |
Triggered when button 16 is pressed. |
up0 |
Triggered when the first axe/joystick is moved up. |
down0 |
Triggered when the first axe/joystick is moved down. |
right0 |
Triggered when the first axe/joystick is moved right. |
left0 |
Triggered when the first axe/joystick is moved left. |
up1 |
Triggered when the second axe/joystick is moved up. |
down1 |
Triggered when the second axe/joystick is moved down. |
right1 |
Triggered when the second axe/joystick is moved right. |
left1 |
Triggered when the second axe/joystick is moved left. |
start |
Triggered when Start button is pressed. This is an alias for event button9. |
select |
Triggered when Select button is pressed. This is an alias for event button8. |
power |
Triggered when Power button is pressed (e.g. the Xbox logo in an Xbox controller). This is an alias for event button16. |
l1 |
Triggered when the left back button 1 is pressed. This is an alias for event button4. |
l2 |
Triggered when left back button 2 is pressed. This is an alias for event button6. |
r1 |
Triggered when right back button 1 is pressed. This is an alias for event button5. |
r2 |
Triggered when right back button 2 is pressed. This is an alias for event button7. |
up |
Triggered when the main/first axe/joystick is moved up. This is an alias for event up0. |
down |
Triggered when the main/first axe/joystick is moved down. This is an alias for event down0. |
right |
Triggered when the main/first axe/joystick is moved right. This is an alias for event right0. |
left |
Triggered when the main/first axe/joystick is moved left. This is an alias for event left0. |
These names are not arbitrary. They match the buttons and axes described in the W3C Gamepad API specification:
The library is written in TypeScript and includes full type definitions:
import { gameControl, GamepadState, GAMEPAD_BUTTONS } from '@ribajs/gamecontroller.js';
gameControl.on('connect', (gamepad: GamepadState) => {
// gamepad is fully typed
console.log(`Controller: ${gamepad.controllerId}`);
console.log(`Buttons: ${gamepad.buttons}`);
console.log(`Axes: ${gamepad.axes}`);
// Use typed constants
gamepad.before(`button${GAMEPAD_BUTTONS.BUTTON_BOTTOM}`, () => {
console.log('Primary action button pressed!');
});
});The GamepadState interface extends the native Gamepad API with additional properties:
interface GamepadState {
id: number; // Gamepad index (0, 1, 2, 3)
controllerId: string; // Controller ID string (e.g., "Xbox 360 Controller")
buttons: number; // Number of buttons
axes: number; // Number of axes (joysticks * 2)
mapping: GamepadMappingType; // "standard" or ""
vibration: boolean; // Haptic feedback support
// ... and more
}![]() Edge |
![]() Firefox |
![]() Chrome |
![]() Safari |
![]() Opera |
|---|---|---|---|---|
| 12+ | 29+ | 25+ | 10.1+ | 24+ |
The examples folder contains different examples to showcase how to use the library. To try out the examples locally run npm run serve in the root of this repository or try them now directly here:
- Connectivity: shows how to detect if a gamepad was connected/disconnected.
- Buttons and Joysticks: see how the buttons from your gamepad map to the default gamepad.
- SNES Controller: replica of a SNES controller (based on a previous CodePen demo).
- Alvanoid: small Arkanoid-based game (based on a previous CodePen demo).
- Pong: multiplayer demo with the classic game Pong for 2 players on 2 gamepads.
This is an enhanced fork of the original gamecontroller.js by Alvaro Montoro.
- Full TypeScript rewrite with type definitions
- Added
GAMEPAD_BUTTONSandGAMEPAD_AXESconstants - Added
controllerIdproperty for automatic controller detection - Improved event handling
- Enhanced browser compatibility
- Better Node.js/SSR support




