Search the Community

Showing results for tags 'oninputover'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 3 results

  1. So I have two event listeners in my game which work great drop.events.onDragStart.add(this.onDragStart, this); drop.events.onDragStop.add(this.onDragStop, this); But the callback only gets trigggered when the click takes place over the sprite. I want the event to trigger if the pointer is already down and then it moves over the sprite, is there any way to do that? One solution would be to use onInputOver drop.events.onInputOver.add(this.onInputOver, this); But that won't tell the sprite to be dragged, Is there a way to manually trigger events in Phaser? EDIT Ok I found a solution that works use onInputOver and manually start the drag. onInputOver: function(sprite, pointer){ if(pointer.isDown){ sprite.input.startDrag(pointer); } },
  2. brentstrandy

    v2.4.8 Button onInputOver

    When using v2.4.7 I was able to use onInputOver to change the button's tint. Now, in v2.4.8 the onInputOver is no longer triggered. Also, the mouse pointer no longer turns into a finger pointer on mouse over. Is anyone else experiencing these issues with the Button in v2.4.8? Example of code: ClassX = function() { ... this.button = game.add.button(100, 1000, null, actionOnClick, null, 2, 1, 0); this.button.onInputOver.add(this.mouseOver, this); }; ClassX.prototype.mouseOver = function() { this.someSprite.tint = 0x88d5ea; };
  3. The Phaser buttons seem to have a bug, as onInputOver doesn't fire for a short time after any part of the game area is clicked. This becomes a problem very often for me, since I'm making a menu for my game and when I click on 'New game' button for instance, 3 save file buttons pop up and if I move my mouse over one of them the highlighting effect doesn't appear. And I also have a UI that shows the description of what the button does to the player on mouse over, which doesn't appear in this situation since the onInputOver hasn't fired. You might be thinking that perhaps I'm holding the click down as I move the mouse, but no, I have let go of the click even before moving the mouse. I made a simple code to test if this happens even in simple situations, to check if my own code isn't somehow creating this behaviour and yes it still the case. Here is the code, a video with audio cues on when I click and how the button highlighting doesn't happen after the click. https://www.youtube.com/watch?v=Hzdh4tl8DF8 var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO, '', { preload: preload, create: create, update: update });function preload() { game.load.spritesheet('main_menu_game', 'assets/menu_items/main_menu_game.png', 128, 40);}function create() { var button; button = game.add.button(30, 30, 'main_menu_game', function () { }, this, 1, 0); button.events.onInputOver.add(function () { }, this); button.events.onInputOut.add(function () { }, this); button = game.add.button(200, 80, 'main_menu_game', function () { }, this, 1, 0); button.events.onInputOver.add(function () { }, this); button.events.onInputOut.add(function () { }, this);}function update() {}