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Found 15 results

  1. Right now, when i want to "disable multitouch" I do the following: this.mouseCounter = 0: On a pointerDown event: this.mouseCounter++; if(this.mouseCounter < 2 ){ doSomeThing } On a pointerUp event: this.mouseCounter = 0; Simply q ? Is there a better way to do this.
  2. It was mentioned about 2 weeks ago that multi-touch would likely be part of the next release, but I didn't see it in the changelog of 3.3.0. Will it be part of 3.4.0? I mostly want it for pinch to zoom. Hoping to make an RTS-lite game, where you can drag the camera around and also zoom in and out with pinch to zoom (two fingers). Phaser 3 is awesome, by the way. I've really been enjoying it.
  3. I'm not sure if it is the phaser 2.4.2 having issues with multitouch. I have 3 buttons left, right and jump. if i click right my sprite character runs right and left it runs left. if i press the right or left button and the jump at the same time it doesn't jump. Also when i touch the jump button and i touch the left or right button the character doesn't move left or right while in the air. But if i don't have the jump touch button pressed and i press the right or left button while in the air it works.
  4. Hi! My default interface requires at least 2 touch pointers, but I could provide a slightly more awkward alternative with only 1 touch point requirement if I detect that the device does not support simultaneous touches. Two questions: 1) Can it be done with Phaser (or JavaScript in general)? 2) Is it necessary anyway? I personally don't even know any devices with only 1 touch point, but I guess the templates that come with Phaser have .maxPointers = 1 for a reason. Are there many devices with only 1 touch point? Thanks for help. To clarify, my interface would be as follow: - touch left side of the screen to move left, - touch right side of the screen to move right, - you can't move left and right at once, but I want the 2nd touch (for example, right) to be detected even if the user is still touching left - this way I think it's slightly more responsive.
  5. Hello everyone, I'm new to the game development realm. I am in the process of creating a game that will receive touch input from a PQ Labs Multi-touch overlay screen. The screen will support 32+ touch points. I would like to ask if anyone has tried creating or created a game with a similar type of multi-touch screen. If yes, could you share your insights and advice? This display comes with its own drivers and provides various SDKs, none of which is in JavaScript. I am not sure if the input is considered by the system as native touch, since I don't have the screen yet (I'll have it in a week or so). Supposing I overcome the issue of reading input from the screen and using it in my Javascript application, what could be the best way to go about using Phaser's input methods with this screen? Would I need to hack into the Input api? I hope what I ask makes sense. Thanks for the help in advance.
  6. Hi guys. I am currently having a problem trying to disable multitouch function on IPad. I tried using this.game.input.maxPointers = 1; but it doesn't seems to limit number of active pointers as I still able to multitouch. Are there any other way to disable it?
  7. Hello I am using Haxe with pixi v4, previously v3 (3.1.2). We can catch a pixi.interaction.EventTarget from a registered touch event listener. In the previous version, we could identify the touch thanks to the EventTarget::data.identifier property (member of InteractionData). The identifier property doesn't exist anymore with v4, does it ? Is there an alternative mechanism to distinguish a touch event from another ? (ie player 1, player 2, ...) I believe I could handle the problem, managing a collection of registered "touchdown" event. If a "touchmove" occures, I can associate it to the nearest registered position. If a "touchup" occures, I can remove the nearest registered position (this is theoric, I now there would be some cases to solve, ie a position disappears without a "touchup") But, no need to code this if there is a technic, a pattern to use to manage multitouch ... any idea ? thx
  8. Hi, I've been using PIXI for a while now - but I've hit an issue with multi touch control in v3 (and looks like it may also apply to v4)? The older bunny drag demo here will allow you to drag 2 bunnies simultaneously on a touch screen: http://www.goodboydigital.com/pixijs/examples/8/ However, a more recent demo here does not: http://pixijs.github.io/examples/index.html?s=demos&f=dragging.js&title=Dragging Does anyone know if there's a working v3 example of multi touch / multi dragging available anywhere? Specifically the problem I'm finding is that if I apply either .touchmove or .touchendoutside to 2 different containers, these events seem to get called for both. So touch container 1, touch container 2. Move finger over container 1, and touchmove gets fired on both. Release finger outside container 1, touchendoutside gets fired on both. Any help/advice much appreciated.
  9. Hello, I've tried to make a "local multiplayer" game in which one player controlls one half of the display and the other player controlls the other half of the display. So I tried to get the x - coordinates from game.input.pointer1.x but it always returns -1. Does anybody have an idea how to get the x-coordinates ? (sorry for my bad englisch ^^)
  10. Hello, I would like to use the Phaser Box2d Plugin on a mobile device to handle multiple touch inputs. As of now, box2d creates/destroys the mouse joint on each input down/up, respectively. Is there a way to work around this to allow for multi-touch mobile games? Thanks in advance. gameblox
  11. Hi, we might be overlooking the correct way to do this, but we need to disable multitouch. Is there any built-in way to do that? We basically want plain, single-touch. If not, does anyone have a smarter way of accomplishing this than by keeping track of a global boolean? (Like: window.isTouchActive = true) I would rather not do that, but will do so if all else fails Thanks!
  12. Hello guys. I'm newbie, I've just learned phaser for a few weeks. Starting new example and ran into a problem. I know you guys support multitouch with this: game.input.maxPointers = 1; // also set 0 & 2 But how can we hold Go Foward button, and click Jump button then player will jump forward. There any example for this? Or simply we cant do this for now because html5 havenot supported yet? Thanks, Sorry my bad English
  13. Hi guys, does the engine support multitouch ? If so how to handle it?
  14. Hey so i moved away from the gameControler.js So instead i tried this. lftButton = game.add.button(0, 300, 'button', actionMoveLeft, this, 2, 1, 0); rhtButton = game.add.button(200, 300, 'button', actionMoveRight, this, 2, 1, 0); //but i know that it has to keep update alive cause when you only use this you have to press the button like crazy to make the player move. tried too add an extra pointer, and then check for active input and so on but still no good came from it. So please any better solutions too this would be awesome thanks! function actionMoveLeft() { player.body.velocity.x -= 900; player.animations.play('left');}function actionMoveRight() { player.body.velocity.x += 900; player.animations.play('left');}-Learning
  15. Screenshot: Play it here This my game Space Shooter , which is the first HTML5 game I publish, the game should be played on a mobile device. Please test it on your devices and give me feedback and which devices you used, Feedback is most appreciated , and harsh criticism is appreciated also. Please test this game on your devices , and tell me which you've tested on. 4th generation iPod [•] 3rd generation iPhone [ ] 5th generation iPhone/iPod [ ] 1st generation iPad [•] Android phone [ ] Android tablet [ ] Windows phone [ ] Thanks a lot!
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