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Found 86 results

  1. Hello, I am getting a strange bug in chrome with the pointer lock API. When using chrome on windows 10, the mouse will randomly move to a new location as I move the mouse around. I have repeated this bug on seperate machines. Works fine on firefox. Here's a play ground: https://playground.babylonjs.com/#H9FRSI#2. I removed the non chrome pointer lock stuff. Pointerlock code for chrome: scene.onPointerDown = function (evt) { canvas.requestPointerLock(); }; I would really appreciate any help on this! Thanks!
  2. yenots

    Crypto Catch

    Hi! I made a small fun game with all cryptocurrencies - https://catch.cryptland.com Need to click on any coin in 60 seconds, while it is moving around. Remember to check Ranking after your score submitted. If anybody has something to say about this fun game, I will be very grateful. Thanks
  3. phamedev

    GUI suggestion for desktop version

    I'm working on a project where on mobile version you can use two fingers to zoom in and out, pan and rotate a rectangle. How would that work on a desktop or laptop computer with a mouse? Any suggestions?
  4. STVR

    Problems with interactivity

    I'm working with PixiJS to create a web app with OS-like functionality (source here: https://github.com/steverichey/OpenGNOP) so I obviously need to have stuff related to mouse and touch events. I've tried stuff like this (based on the examples): this.interactive = true;this.mousedown = this.touchstart = this.onClick.bind(this);this.mouseup = this.touchend = this.mouseupoutside = this.touchendoutside = this.onRelease.bind(this);But it's hit or miss. BitmapText will function normally but DisplayObjectContainers may or may not, and Graphics seem to never register clicks. Is there something I'm missing? It appears that all of these elements should support mouse and touch events.
  5. I've been working with Pixi for quite sometime with V3 up until now. Recently decided it was time to move some code over to version 4 but have been experiencing some issues with interaction events. I have a button class that originally used both listeners for touch and mouse events to a.) change the visual state of the button on up/down etc b.) perform an action on click/tap. This had been working perfectly fine in version 3 and I could have multiple buttons in a class/container. Switching to version 4 this caused issues with click/tap area where only the last button to be added to a particular class/container will fire this event. All buttons will fire the up/dwn start/end events still though. On upon researching I tried converting them all pointer events and still experience the issue. I'm currently using V4.7.0. I've been trying to pick my way through the PIXI source trying to figure out why the event doesn't fire but it's not clear to me. All I can see is that it doesn't seem to have 'trackingData' when processing the up portion when it does on the one that does fire the tap/click. I've being using Chrome only at this point for Dev tools and tried but desktop and mobile/tablet emulator, both having the same result. I know interaction was reworked for v4 but can anyone give me any pointers as to why those changes have affected my code thus. I don't understand well enough the changes to be able to find the right place to look for a solution. I can't provide the exact code at the moment as it's not a personal project and corporate rules prevent me from doing so. But can give an overview. The class is structured with a parent container (essentially a stage) to add class container to and a class container to display the current button state (current button state can be a graphic, sprite, animation). The current button state container has all the interaction events attached to it. These call binded functions within the class which either change the current state sprite or call a function on click/tap that has been passed in the settings on instantiation (event data is sent to this function). As stated if the event is fired, which it is on the last button added, the function is fired but event doesn't trigger for click/tap on the others. All other events fire normally on each button. I've possibly just overlooked something simple as you get to that 'wood for the trees' state. Any thoughts, suggestions would be grateful.
  6. 1. How to resize the window at any time when I change my window size. Something weird will occur in my app now like the image below.(the right size should be black) 2. How can I directly access mouse local position without listening to an event. I want to deliver my mouse local position to the server even if the mouse doesn't move at all. Thx a lot!!
  7. Hey All, When you set inertia to 0 on the ArcRotateCamera, you can't rotate on a single mousedown/mousemove a great distance. You have to reset your mouse towards the center and drag again to turn a large degree. Can someone tell me what parameter makes it so that moving the mouse traverses more rotation? I've tried neither of these seem to do anything: camera.moveSensibility = 50; camera.angularSensibility = 50;
  8. Mezzorio

    Mouse Hover Events

    Hey everyone! I wanted to get a bit of help getting a function working whereby when I hover my mouse over character sprites it will show a there name and title just above the mouse position for each different sprite, I'm unsure if I need to look at going down the route of a mouse hover/mouse over function or i need to create an event listener. If anyone could make a demo that I could play with and learn from or something that would be perfect! Thanks guys! Mezz
  9. Please bear with me, this is very likely going to be a long post. In my quest to implement a pause system with an active ui I found myself investigating input/Pointer.js. Here I discovered the reason that my Buttons were useless when the game was paused. Specifically: input/Pointer.js if (this.game.paused){ return this;}My first, and simplest fix for my use case, was simply to comment out all of the above lines. This allows me to still process Pointer callbacks when the game is paused. In my case, the UI is already set up using callbacks, but the rest of the game uses polling. So it was a convenient way to allow UI interaction without allowing other in game actions. Offhand this method seems to have some limitations. If you're implementing first person controls your character might still spin around while you interact with the UI, though I haven't looked into it. Also if you use Pointer callbacks on any objects you want to actually pause that can cause issues. After some more thought I came up with the following solutions: First: input/Pointer.js while (i-- && !this.game.paused){ this.game.input.moveCallbacks[i].callback.call(this.game.input.moveCallbacks[i].context, this, this.x, this.y, fromClick);}All I did was add a check if the game was paused before running any moveCallbacks. Correct me if I'm wrong, but I believe this would solve the issues with a first person style camera. Honestly though I'm not sure what all uses there are for moveCallbacks so some examples for context would be nice. Next: input/Pointer.js else if (!this.game.paused || (this.game.paused && candidateTarget.sprite.nopause && candidateTarget.sprite.nopause == true))This allows you to set a nopause member on any sprite. This allows you to specify exactly which objects you want to respond while the game is paused. I went ahead and added a nopause member to the sprite constructor as follows: gameobjects/Sprite.js this.nopause = false;Then I can clean up the checks from before: input/Pointer.js else if (!this.game.paused || (this.game.paused && candidateTarget.sprite.nopause == true))What do you guys think?
  10. JackBid

    Get Mouse Position?

    Hi, I am very new to Phaser, so this is a very basic question. I want objects to follow the mouse around the screen. To do this I was going to get mouse position values and then set the x and y coordinates of a sprite to the mouse position. Unfortunately I could not find an example of this from the files and thought that the forums would be the quickest and easiest place for an answer. Thanks!
  11. Hi There is bug when BABYLON.GUI buttons that has been created with custom viewport on camera: buttons can be clicked even if mouse is out of button playground: https://www.babylonjs-playground.com/#08PH4F#1
  12. I wanted to know how to recreate the mouse movement effect I have found in an online example I am trying to recreate, the example is found here: https://www.g-star.com/en_gb/raw Currently I get Jerky movements and fast rotation, I'm looking for infinite gradual scrolling effect which increases depending on mouse position, this is what im using for my mouse movement are there any alternatives or changes I can make to fix this? var mouse = {x:0,y:0}; var cameraMoves = {x:0,y:0,z:-0.1,move:false,speed:0.03}; function mouseMove(e){ mouse.x = e.clientX; mouse.y = e.clientY; camera.rotation.x += Math.max(Math.min((e.clientX - mouse.x) * 0.01, cameraMoves.speed), -cameraMoves.speed); camera.rotation.y += Math.max(Math.min((e.clientY - mouse.x) * 0.01, cameraMoves.speed), -cameraMoves.speed);
  13. Mezzorio

    Camera and Sprite

    I have been working tirelessly with this and really struggling to get anywhere, if anyone can offer some form of assistance I would be greatly appreciative. I have essentially set up a reel of characters (staff) as sprites organised by co'ords in three circles, 12 characters per circle, around the camera set at (0,0,0), (Radius of circles are 1.5/1.45/1.4 I have a scene built currently which is super buggy in movement as well. I need it to when the mouse hovers on the left or right side of the screen to rotate the camera continuously scrolling through the images on loop (Cant get working past following the mouse - no loop - no smooth movement as mouse movement on y axis also rotates the camera. This is my mouse movement code: var mouse = {x:0,y:0}; var cameraMoves = {x:0,y:0,z:-0.1,move:false,speed:0.03}; function mouseMove(e){ mouse.x = e.clientX; mouse.y = e.clientY; camera.rotation.x += Math.max(Math.min((e.clientX - mouse.x) * 0.01, cameraMoves.speed), -cameraMoves.speed); camera.rotation.y += Math.max(Math.min((e.clientY - mouse.x) * 0.01, cameraMoves.speed), -cameraMoves.speed); The second main issue i'm having is that the sprites keep disappearing when rotating the camera, I'm trying to create a constant panable image reel from inside to view members of staff, there is an example i'm trying to follow and recreate found here: https://www.g-star.com/en_gb/raw If anyone could tell me how to solve me mouse hover to move issue (with infinite looping) or a fix for the rendering of sprites issue it would be great! If anyone thinks they can help and needs any more code of any kinds just let me know and i''ll sort it! Thanks!
  14. Hi, On Firefox the camera stops rotating when your pointer leaves the canvas: http://playground.babylonjs.com/ Which doesn't happen on Edge, IE, Chrome or Opera
  15. Hey guys, I'm very new to babylon JS and I've a problem with understanding how to add a mesh to the cursors movement. Here is an example: try.matterport.com. I've created a playgroud: https://www.babylonjs-playground.com/#S0BZWE The mesh is changing its size and isn't always in front off all other meshes as shown in the exampel (matterport). Can somebody give me some light? Thanks in advance Benji
  16. I have a group of meshes that have OnPointerOverTrigger events. When I mouse over them the event triggers. However, when I mouse over them while they are behind another object that has no events, the OnPointerOverTrigger still triggers. Is there a simple way to make OnPointerOverTrigger not trigger when the mesh is behind another mesh?
  17. I have been having problems when I scale my gamemaker 2 html5 game to fit the height of the browser. Once it scales up it no longer detects the mouse position. Without it being scaled to height I am able to click on my enemies, but when it is scaled to browser height I am unable to. I figure it has to do with the scaling to the browser height Thanks in advance! if(os_type == os_windows){ ideal_width = 0; ideal_height = browser_height; start_b_width = browser_width; start_b_height = browser_height; aspect_ratio = browser_width/ browser_height; ideal_width = round(ideal_height / aspect_ratio); if(ideal_width & 1){ ideal_width++; } room_set_width(rm_game, ideal_width); room_set_height(rm_game, ideal_height); surface_resize(application_surface, ideal_width,ideal_height); room_goto_next(); alarm[0] = 60; } //In my alarm window_set_size(room_width,room_height); window_center();
  18. Hi, I did setup the LensRenderingPipeline and i noticed that the code i use for picking meshes work awkward away from the center of the screen once I enable lens distortions, if removed all is fine. I am using the pick results from scene.pick(scene.pointerX, scene.pointerY) and is only working with no distortion.
  19. DimaBear

    Mouse control instead of keyboard

    In games agar.io and slither.io, player control is implemented with the mouse. The player is always in the center of the screen and moves in the direction the mouse cursor points to. Phaser.js offers us control only through the keyboard, as there https://phaser.io/examples/v2/camera/basic-follow. Perhaps someone already implemented control such as in agar.io and slither.io using phaser.js? Maybe someone has code samples?
  20. Hi guys, I'm having a hard time figuring out how to move a given object to the destination of a clicked mesh. Playground link (similar recreated scenario): http://www.babylonjs-playground.com/#2CFAMI#13 As you can see, the first two actions (hovering mouse in/out effect) work fine with every tile, but the animating action seems to always extract the position of the last added tile. I'm suspecting it's because I'm overwriting the tile variable (and thus its position values) or something. I also suspect that using instances for the tiles might be a better option, since in the game they also just use 5 different materials that are loaded before-hand...but first things first. Thanks in advance for taking a look!
  21. devx123x

    Finding mouse position in world

    How can I find the pointer's x/y coordinates in the world? Can I convert between camera and world coordinates?
  22. I have a dictionary of sprites displayed on the screen. I am trying to remove the sprite that the user clicks on. To do this I am trying to get the location of the mouse click, and get the sprite at that location. Is there a function to get a sprite on a stage based on location?
  23. Hey Guys! I am making a game when I need the player to look at mouse pointer. I implemented this. But Phaser seems to be giving coordinates only inside canvas bounds. which gives effect like this: demo I get mouse coordinates like this: lookAtMouse() { const mouseX = this.game.input.mousePointer.worldX, mouseY = this.game.input.mousePointer.worldY; this.lookAt( mouseX, mouseY ); } lookAt( targetX, targetY ) { const targetPoint = new Phaser.Point( targetX, targetY ), entityCenter = new Phaser.Point( this.body.x, this.body.y ); let targetAngle = ( 360 / ( 2 * Math.PI ) ) * this.game.math.angleBetweenPoints( targetPoint, entityCenter ) - 90; if ( targetAngle < 0 ) { targetAngle += 360; } this.angle = targetAngle; } Is there any way that I can get mouse coordinates outside of the canvas ?
  24. Hello gamedevs! I just jumped into Phaser, and feel realy well prepared after the Zenva course, Examples and the help of the Forum. But I just run into a problem where I can't find any solution. I just setup a Emitter who is creating world/another colliding bubbles within a mask. What I now want is to collide them also with my Input (mouse/touch). (Everyone knows the effect of run the mouse into a particle bubble bath :D) I tried following: -Find any Emitter function in the docu -Move a colliding box to the position where I clicked (he doesnt moves bubbles who within the box, just colliding with the ones who newly fall into it) -Add a Drag function to Particles (emitter.input.enableDrag(true); doesnt work; cant find any equal function in docu) Maybe I am just looking for the wrong keywords, but cant understand this common effect of colliding emitter particles with Mouse Input is that hard to find Would be awesome if you can point me!! Thanks in advance, have a nice day //Update #1 It seems like their is a problem with Dragging Sprites and their correct collision detection. For another smilar problem I want a red ball to drag out of this bubble bath. Same problem, but now I let them drag out via follow mouse, collision works now correct.
  25. I am working on a project in which the user creates a system of points by adding them one-at-a-time. These points are also draggable, and clicking on existing points sets the clicked point as active. That's all working fine. When using a simple mouseDownCallback, clicking one of these existing points creates interference between the activities of the new point and the old point. I want to be able to determine what sprites, if any, a clicked point contains and run a function only if the spot is unoccupied. If I can do this via the activePointer versus specifically mouse, that's preferred, but not necessary. Can someone point me in the correct direction?