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  1. I just updated to the newest version of Phaser and it seems now it works fine, don't know what was the issue but it seems to have been resolved.
  2. So I am new to use Phaser to develop for mobile browser game. I have created the game in a workable state on PC and it does everything I want. It is basically a match3 game where everytime you tap/click on something you interact with the item. But for some reason I can't get any input to work on mobile. I have an iPhone6 and use safari, I have setup Firebug so that I can see the logs, but even if I add a simple "game.input.onDown.add(test, this); with a simple function to display a console message. It never gets fired in the mobile browser. How would I go about making this work? (It does however work on Android, tested it on Chrome, so that puzzles me even more). For each item that is clickable I have: function Gem(x, y, gemType){ this.gemType = gemType; this.spriteName = gemType.spritename; this.x = x; this.y = y; this.gemPhysics = GameManager.getGrid().addToGrid(this); this.gemPhysics.inputEnabled = true; this.gemPhysics.input.enabled = true; this.gemPhysics.events.onInputDown.add(listener, this); } function listener(){ console.log("Touch!!"); if(GameManager.canInteract()){ GameManager.getGrid().canRemoveSameColour(this); } } And the game setup looks as follows: var gameWidth = 800; var gameHeight = 480; var game = new Phaser.Game(gameWidth, gameHeight, Phaser.CANVAS, '', { preload: preload, create: create, update: update }); //var gems; function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('star', 'assets/star.png'); game.load.image('star_blue', 'assets/star_blue.png'); game.load.image('star_green', 'assets/star_green.png'); game.load.image('star_red', 'assets/star_red.png'); game.load.image('star_purple', 'assets/star_purple.png'); game.load.image('star_lightblue', 'assets/star_lightblue.png'); game.load.image('star_black', 'assets/star_black.png'); game.load.image('star_boost', 'assets/star_boost.png'); game.load.image('reset_button', 'assets/resetbutton.png'); game.load.image('tile', 'assets/gridtile.png'); game.load.spritesheet('explosion', 'assets/explosion.png', 118.2, 118); game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT; } var gameMngr; var scoreText; var isFullScreen = false; function create() { game.input.enabled = true; game.inputEnabled = true; if (!game.device.desktop){ game.input.onDown.add(gofull, this); } this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.minWidth = gameWidth/2; this.scale.minHeight = gameHeight/2; this.scale.maxWidth = gameWidth; this.scale.maxHeight = gameHeight; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.setScreenSize(true); // A simple background for our game game.add.sprite(0, 0, 'sky'); game.physics.startSystem(Phaser.Physics.ARCADE); // Grid var grid = new Grid(14, 10, 175, 100, 30, 'tile'); this.gameMngr = new GameManager(); GameManager.setGrid(grid); GameManager.resetScore(); // Start Game GameManager.startGame(); scoreText = game.add.text(300, 0, "Score", { font: "40px Ariel", fill: "#ffffff", align: "center" }); } function update() { //console.log(game.device.desktop + ", " + game.device.iPhone); scoreText.setText("Score : " + GameManager.getScore()); if (!game.device.desktop && !isFullScreen){ gofull(); } } function gofull() { console.log("Go Full!!"); game.scale.startFullScreen(false); isFullScreen = true; } In there I also attempted to try and force the mobile version to go full screen, but for some reason that also doesn't seem to work properly. All in all, I can't seem to trigger any touch/input events in a mobile browser.