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Vega workshop

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  1. Play ( Fr / En) : http://www.a-lyrae.com/host/vega/carpediet Jump on platforms to rapidly collect some fishes. Earn medals for your best chains, and set new records. Browser game, for mobile & desktop. Carpe Diet is a free mini game I made in my spare time. More details here : http://www.vega-workshop.com/home/carpediet (I'm not english native, if you notice some weird english writings, please tell me, thx <3)
  2. Nice to track this one For the moment, I associate a "touchmove" event to the nearest previous "touchdown" I registered. Most of the time, it seems to work fine but there is some issues when the different touches get too close to each other. There's also another issue with iOS, when you get to close to the edge of the screen, which triggers an iOS popup that messes the touch events. In v3, thanks to the "identifier" property I could detect the issue because the "identifier" changed. In v4, without "identifier", I use a timeout which clears a registered touch if no input is detected.
  3. Thanks for reply. You mean the reference given by the "originalEvent" property can serve as an identifier ?
  4. 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 a
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