x < axesBoxCount; ++x) {
            let box = new GamepadBox([(x * BOX_SEPARATION) - hl, BOX_SET_HEIGHT, BOX_SET_DEPTH * 2]);
            this.axesBoxes.push(box);
            this.addNode(box);
          }
        }

        update_state(gamepad) {
          if ((gamepad.buttons.length !== this.buttonBoxes.length)||(gamepad.axes.length/2 !== this.axesBoxes.length)) {
            this.clearNodes();
            this.buttonBoxes = [];
            this.axesBoxes = [];
            this.setup_buttons_and_axes(g