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Found 5 results

  1. coter

    Mousemove not working.

    And again new day new problem. http://codepen.io/anon/pen/rOMJJP?editors=001 On the mousemove event is subscribed circle. Why react the whole stage?
  2. Hi there, I'm having a bit of a problem with camera controls and multiple scenes, I'm developping a web solution with multiple scenes (allowing me to lower memory and ressources usage and "removing" the dynamic light limit ). The only issue I'm having is that when switching from a scene to an other and locking the controls of the "old" scene with "old_scene.detachControl(renderCanvas, false);" the camera controls are still applied to the camera in the "old_scene". So, when I click and drag on the renderCanvas in a scene, the cameras in all scenes are rotating, even if the controls are supposed to be detached. I guess it's related to the way BabylonJS handles eventListeners... Any suggestion ? I can't really make a demo to show the issue for now, but I hope I was clear enough...
  3. icp

    touchmove

    Is it possible to bind touchmove to mousemove ? If so , how? I got a working function body for mousemove/desktop but it does not work on touchmove/mobiles.
  4. Hi all, I dont know if this has been answered already but can you help me in this. I want to create an effect something like in this game using PhaserJS http://coil.clay.io/ The existing example of texture trail seems to be jittery and NOT SMOOTH http://localhost/phaser-master/phaser-master/examples/_site/view_full.html?d=display&f=render+texture+trail.js&t=render%20texture%20trail do tell me is there any lightweight way. A worked out sample would be really helpful thanks
  5. Hi, I am trying to to use the code from an example for dragging sprites to let me count the number of times a sprite has been clicked. I want to place sprites on the screen that will serve as buttons that will tell the stage to addChild new Sprites. I have been able to place a button and cause that button being pressed to generate one new sprite, but now I want to generate more exactly like it. And I am not sure how to do this. Also, I am not sure if placing the logic to create a new sprite inside the mousedown function curly braces is the best way to be creating the first sprite to begin with. See my code snippet below for an example. addResistor.mousedown = addResistor.touchstart = function(data){ // stop the default event... data.originalEvent.preventDefault(); // store a reference to the data // The reason for this is because of multitouch // we want to track the movement of this particular touch this.data = data; this.alpha = 0.9; this.dragging = true; stage.addChild(resistor); }; addResistor is the sprite that serves as the button and resistor is the sprite that gets added. I had thought of using a counter variable declared outside the curly braces and passed in, but this doesn't seem to work. I am open to creating a slightly different resistor each time by addChilding one labeled R1 for the first push, and R2 for the second push if creating duplicate Sprites is not possible/ too difficult.