Boxes[i].touched = gamepad.buttons[i].touched;
          }

          // Axes are assumed to come in X/Y pairs and will wiggle the
          // associated boxes around when moved.
          for (let i = 0, j = 0; i < gamepad.axes.length; i+=2, ++j) {
            this.axesBoxes[j].move(gamepad.axes[i], i + 1 < gamepad.axes.length ? gamepad.axes[i + 1] : 0);
          }
        }
      }

      function ProcessGamepad(gamepad, hand, pose) {
        if (!(hand in boxTable)) {
          boxTable[hand] = new Gam