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Found 5 results

  1. Greetings! I'm currently playing around with PIXI.particles.ParticleContainer and am having a blast. What an awesome container! I'm writing because I'm having a peculiar issue regarding mouse events and the particles inside the ParticleContainer. Specifically, I create the ParticleContainer, add sprites to it via PIXI.Sprite.fromImage and then bind mouse down events to each sprite and specify a hit area for the sprite as well. That works! Specifically, it works if I add the sprites to the ParticleContainer and don't specify a position, and all the sprites show up in the top left corner of the ParticleContainer. However if I move the sprites around in the container by adjusting the sprite's x,y values, the hit area remains in the in the top left corner and I can still trigger the mouse event there, but that's clearly not the intent. I had guessed that the hit area would follow the sprites as they move around the container. Is this true? I'm posting below a section of my code to help explain. Thank you to any PIXI wizards who might have insight here. // Create the graph container this.graphContainer = new PIXI.particles.ParticleContainer( numNodes, { scale: true, position: true, rotation: false, uvs: false, alpha: false } ); this.graphContainer.hitArea = new PIXI.Rectangle(0, 0, 1000, 1000); this.graphContainer.interactive = true; this.graphContainer.interactiveChildren = true; // Create the graph nodes for (var i=0; i<numNodes; i++) { var x = graphData['nodes'][i]['x']; var y = graphData['nodes'][i]['y']; var node = new Node(this.top, null, x, y); this.nodes.push(node); this.graphContainer.addChild(node.getSprite()); } class Node { constructor(top, type, x, y) { this.top = top; this.initPosition = { 'x': x, 'y': y }; this.createSprite(); } createSprite() { this.sprite = new PIXI.Sprite.fromImage('images/bcat.png'); this.sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100); this.sprite.interactive = true; this.sprite.buttonMode = true; this.sprite.on('mousedown', (event) => { console.log('sprite event'); }); this.sprite.anchor.set(0.5); this.sprite.x = this.initPosition['x']; this.sprite.y = this.initPosition['y']; } getSprite() { return this.sprite; } }
  2. Hi again. Is it possible to detect camera movement to trigger a function? As my main problem is to render all my meshes (millions of vertices) my idea is to replace the current scene (meshes) by its bounding box while camera is moving and when camera will stop moving then make the meshes visible again. Does it make sense for you? Best regards
  3. Anna

    mousewheel event issue

    I wanted to use mouse scroll event . I tried " mousewheel " but its giving me an error " TypeError: eventTypes is undefined". Can smeone please help me here!!!!!!!
  4. I am kind of lost in this events system. I have a button which when i press it creates new graphics object. I want to be able to drag this object while the mouse button is down and when I release it this object should be destroyed. Tried several things but I am lost in sending context objects. How this functionality should be done correctly? ( I remember in Flash was easy, just use startDrag() and the newly created object start to follow the mouse as you move it) Here is my sample code which works partially: var horizontalBaffleBtn = null, horzBaffle = null; horizontalBaffleBtn = gameObject.add.button(10, 10, frnConstr.ImageAssetKeys.HORIZONTAL_BAFFLE); horizontalBaffleBtn .events .onInputDown .add(function () { this.frnPart = this .grUtils .drawRect(this.context, gameObject.input.x, gameObject.input.y, 50, thickness, constGr.DEFAULT_GRAPHICS_BORDER_SIZE, constGr.Colors.BLACK, 1, utils.getHexColor(shelveCssColor), 1); this.frnPart.inputEnabled = true; this.frnPart.input.enableDrag(false); this.frnPart.input.start(0, true); }, {context: grContext, grUtils: this, frnPart: horzBaffle}); console.log(horzBaffle);// prints null horizontalBaffleBtn.events.onInputUp.add(function () { this.destroy(); // breaks here, horzBaffle is null }, horzBaffle);
  5. I'm having a strange issue, I have not encountered before. When dragging a sprite over another sprite, mouse events underneath dragged sprite are not firing. For example if I have a SpriteA, which has mouseover event. If I simply drag my mouse over it, event would work just fine. However, if i'm dragging another sprite (SpriteB) over SpriteA, mouseover event of SpriteA is not detected. I know I have done this before where it worked, but I cant figure out whats going on right now. Is there some setting that allows a sprite to be "click-through" ? Thank you! Edit: Just in case it makes a difference, some additional information: I am dragging an "item" from one item slot to another. Both item and each slot is a sprite. When dragging an item, I need to know over which slot its currently positioned to know where to move it. Similarly this could be handled on mouseup event, but strangely mouseup event is firing for ORIGINAL slot, not the slot that mouse is hovering over.