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  1. It's actually a web app and won't be delivered via a traditional web page, but this is beside the point, why don't we just say that I'm bound by my parent company at this stage to avoid sharing source code
  2. Hello, I'm working on a close source project so the amount of example code I can supply is relatively limited, so let me see if just simply describing my problem will help. We have three containers, linePoints and lineSegments, these containers are children of the line container. They are all interactive and in buttonMode We have two types of sprites, the points, and segments, these are children within their respective containers. These sprites are created also interactive and in buttonmode with events tied to them. Points get all of the drag related events (mosedown, mouseup etc) and Segments get just the click event. The structure : line(container, interactive) -linePoints(container, interactive) -points(sprite, interactive, draggable) -lineSegments(container, interactive) -segments(sprite, interactive, clickable) The problem : My points are drawn on top of the line segments, yet when I click on them to drag them around, this fires the click event on the lines lying beneath them (which actually creates a new point, so things get a bit messy) So my question is, are click events supposed to fall through sprites and activate on sprites underneath them in the draw order? If so then is there a way to properly block this from happening ? What I've tried : binding null to the click event on the points: point.on("click", null) debinding the click event on the points :"click") - thought I couldnt actually find documentation on .off() so I'm not sure this even does anything changing the size of my points to be absolutely sure they are covering the lines - the clicks are definitely "falling through" and not just sneaking around, I'm clearly getting two interaction events at the same time here, one on the point when I mousedown to drag, and one on the line underneath it. So there's my issue, if this really isn't enough to explain or illustrate the problem, I can make a fiddle on request, but I'd like to avoid doing the extra work if it's not required. It's efficiency not laziness! Thanks all in advance
  3. noom

    TilingSprite Bug

    Hi all, I just posted this issue over here at the PIXI github ( - But thought it might be worth it to fire up a discussion and see if anyone had come accross the issue before. I'll give a brief overview incase people can't be bothered to look at the github link, basically what's happening is this : webGL Renderer -> canvas Renderer That's two sprites on a blank stage, one is a standard PIXI.Sprite (the square) and the other is a PIXI.TilingSprite (the circle) - under webGL it runs fine, under canvas it you can see. The code to reproduce the issue is over at the above mentioned github link. I'm using the latest PIXI and have tested it on firefox, chrome, and using cordova crosswalk on android devices. I also have a secondary question for anyone familiar with cordova crosswalk (or just plain crosswalk as well) When I build this into an app using crosswalk, on one of my test phones it forces the canvasRenderer when I use autoDetectRenderer. And when I try to set the renderer manually with "renderer = new PIXI.WebGLRenderer" I get an error saying the phone does not support webGL. However, when I build this using intelXDK (which as far as I know uses cordova crosswalk) the issue never arises, it's as if the phone magically can use webGL again. Any Ideas?