- From: Marcos Cáceres <notifications@github.com>
- Date: Wed, 10 Jan 2024 21:35:47 -0800
- To: w3c/gamepad <gamepad@noreply.github.com>
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Received on Thursday, 11 January 2024 05:35:54 UTC
@marcoscaceres commented on this pull request. > + Promise<boolean> pulse(double value, double duration); + }; + </pre> + <dt> + <dfn>pulse()</dfn> method + </dt> + <dd> + <p> + <code>pulse()</code> applies a <var>value</var> to the actuator for + <var>duration</var> milliseconds. The <var>value</var> passed to + <code>pulse()</code> is clamped to limits defined by the actuator + type. The returned Promise will resolve <code>true</code> once the + pulse has completed. + </p> + <p> + Repeated calls to <code>pulse()</code> override the previous Right, if we want to include it then we should do it as a followup with more detail about making it somewhat more interoperable (i.e., what does pulse actually do across various gamepads and how do we give them a consistent feel...). At the same time, we should add the behavior to be more controllable via vibrationActuator, because .pulse() is super crude. -- Reply to this email directly or view it on GitHub: https://github.com/w3c/gamepad/pull/190#discussion_r1448312714 You are receiving this because you are subscribed to this thread. Message ID: <w3c/gamepad/pull/190/review/1814696277@github.com>
Received on Thursday, 11 January 2024 05:35:54 UTC