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  1. Hello, I got allot further in my goal to make a ribbon like menubar. But for some reason i had a error saying Sprite.On do not exist, so i had to edit the tsconfig file and add the line: "allowSyntheticDefaultImports": true, to the compiler options so after adding that i was able to use that methode. But here comes the problem: When i hit the Sprite Button -> it go's to the required function and print's in the console the message i provided, But when i want to acces the container from the UIMananger within the onButtonCli
  2. Freckles

    Input in PIXI

    From what I've read I need PIXI text input plugin to use that feature. I need to write input text module as I don't want to use plugins. I'd be thankful if you help me out to understand if I can use HTML tags in Pixi.js somehow (Everything's build up on canvas, and I haven't seen any example this far that does so, maybe I'm missing sth) if not could you provide some resources that can help me figure it out? Are there any finished components I can use or do I need to write anything from scratch? (not only input related but also buttons and stuff like that) Thanks in advanc
  3. I am trying to make a toggle button. So I made a spriteSheet with the two frames with the positions that the button can have. this.load.spritesheet('buttontog', 'assets/tbspr.png', {frameWidth: 160, frameHeight: 47}); It works when I click it once, toggling it. this.buttontog = this.add.sprite(660,420, 'buttontog', this.frame = 0) .setInteractive({useHandCursor: true}) .on('pointerup', () => {if (this.frame == 0) this.buttontog.setFrame(1); if(this.frame == 1) this.buttontog.setFrame(0);}); What I can't do is to "untoggle" it, and is why I am
  4. Hello, i have got a question. I am created a gui simple button and also i want to take the button properties from CSS file. I tried so many things, but i couldn't reach my aim. I need helps from masters.
  5. Hey, just started to use Babylon.js, and I am wondering if there is a way to disable or modify the animation on the GUI Button when it is pressed down. Thanks.
  6. Hello, I recently started working on a small game using Phaser 3. I started of by creating a new scene for my mainmenu with a "play" button. And there is my problem: I can't add a button to my scene. My main JS file looks like this: var dimensions = { height: window.innerHeight, width: window.innerWidth } var config = { type: Phaser.AUTO, width: dimensions.width, height: dimensions.height, scene: [Mainmenu], physics: { default: 'arcade', arcade: { gravity: {y: 200} } } }; var game = new Phaser.Game(config)
  7. Hello all, I am making a project and i need to play animations on a button click. but for some reason after the animation is played the first time it will never play again. I have been able to replicate the basics in a PG - https://playground.babylonjs.com/indexStable.html#V19ZT2 if you open console and enter window.startAnim.restart() then watch the animation play. then enter window.startAnim.reset(); it will reset, if you then do the restart command again. nothing will happen. why is this? also the version of babylon i am using (i cant find a version nu
  8. for example i have: html button <button id="objButton" onclick="fileExport()"></button> result of var objtext = BABYLON.OBJExport.OBJ(OBJexport); // this is *.obj file syntax with meshes from scene what syntax should i use inside fileExport function, that popup window savefile in browser? I have syntax with link a href which work , but i need use button, because the program gui with buttons usually, but not with text links. this is a href syntax: function download(text, name, type) { var a = document.getElementById("a");
  9. I've just started learning pixi.js 2 days ago and I'm stuck with this. I'm trying to register mouse button events on 3 different buttons which I generate this way. function initializeButtons(bg: PIXI.Graphics) { let xPos = (canvasWidthHeight/2) - 130; for(let i = 0; i < 3; i++) { let temp = PIXI.Sprite.fromImage(BOX_SPRITES[0]); temp.scale.set(0.5); temp.anchor.set(0.5, 0.5); temp.position.x = xPos; temp.position.y = canvasWidthHeight / 2; temp.interactive = true; temp.buttonMode = true; temp.on('pointerdown', function() {onClick(i);} ); rewardBoxes.push(te
  10. Hi, I am first time user of Phaser (v2.6.2) and I need to create a help button and art has provided me with the attached atlas. when i am creating a button, it's states(over, down and out) are not aligned. Can some body help me how can I create a button with the following atlas. Thanks and Regards, Ankush Sharma. info_button.json
  11. Hi, do you plan on adding button masks for gui buttons, so that we can have buttons that are only clickable on the desired areas? Here's an example: http://www.babylonjs-playground.com/#WWBIKZ The button image is a circle, but the clickable area is actually a rectangle. Buttons can also have other different shapes, like cut off edges. I guess the best way would be to add some kind of button mask, maybe an optional second image that contains information about the clickable/hover area (like white color => clickable, alpha=0 => gets ignored) Thanks.
  12. OK, this is weird. I spent a lot of time trying to figure out why my image objects wasn't firing when I tapped on it (it works on desktop). After several tests I noticed that it happened that on mobile screen the clickable area was off of the image (displaced). I found that someone had a similar issue and figured that it had something to do with devicepixelratio when using Phaser.CANVAS. I couldn't test with Phaser.AUTO because my mobile throws a WebGL error when I try to use it. Any idea how to fix this issue? Thanks!
  13. Hi, I'm still pretty new to Phaser and I'm making a character select screen that shows all of the characters (only 3). Each one has a button that looks like a power on/off switch. When you click the button it should toggle the button to the correct frame ("on"), but if you click another character it should switch "off" the button of the previously chosen character and turn the currently chosen button to "on." The toggling was one issue, this was the best thing I could think of (it works, but it ends up being repetitive since there are 3 characters): //Button this.pickPink = game.add
  14. hi, I'm searching to have a mute sound button see my attachement. The problem is that the frame of the button is disturbed by the mouse over it => so the button is always activated . The desired behavior is if i click the sound is on mute and if i reclic the sound is activated. Do you have a tip for that. //class button for mute sound _button_stay=function(posx,posy,image){ this.image=image; this.posx=posx; this.posy=posy; this.button=game.add.button(this.posx,this.posy,this.image,this.anim_on_click,this,1); this.button.visible=false; this.button.anchor.set
  15. Hi, I have a button in my game which has two child elements(a text aligned top center in and another text aligned bottom center). The issue is the child texts are also taking click of the button which should not happen. Here is the code for this: Fiddle : https://jsfiddle.net/3sf1b2zL/18/ var game = new Phaser.Game(480,320,Phaser.AUTO,''); var gameStates = {}; gameStates.Main = function(game){}; gameStates.Main.prototype = { preload: function() { this.load.crossOrigin = "Anonymous"; this.load.image('shop','https://s1.postimg.org/6fz3duzc0r/user_input_box.
  16. Hi, I have a button in my game which has two child elements(a text aligned top center in and another text aligned bottom center). The issue is the child texts are also taking click of the button which should not happen. Here is the code for this: Fiddle : https://jsfiddle.net/3sf1b2zL/18/ var game = new Phaser.Game(480,320,Phaser.AUTO,''); var gameStates = {}; gameStates.Main = function(game){}; gameStates.Main.prototype = { preload: function() { this.load.crossOrigin = "Anonymous"; this.load.image('shop','https://s1.postimg.org/6fz3duzc0r/user_input_
  17. Generally when you click or tap a button on mobile devices and then don't do mouse-up or lift touch on the same button and do it elsewhere the action is cancelled. But the Phaser buttons don't behave like that. Do the mouse-down on the button, drag and do the mouse-up outside the button, the button-click is still triggered. Is there a way to fix/change that behaviour? PS: I just tested that when you use the event.onInputUp on sprite etc, it is still fired when the onInputUp happens outside the object.
  18. Hi everyone! I want to extend Phaser.Button to make it scale automatically upon creation. Therefore I've got a global variable SCALE which contains the game's scale factor. I've done the same with Phaser.Sprite already and it works fine, but it seems I can't get it right with the buttons. Here's my ScaledButton.js: var ScaledButton = function(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) { x*= SCALE; y*= SCALE; Phaser.Button.call(this, game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group); this.scale.setT
  19. Hi All, Need help AGAIN. I have 2 Viewports, when I,m switching between cameras (scene.activeCamera=camera;) my buttons stop working. I don't know what I'm doing wrong. PlayGround
  20. Please bear with me, this is very likely going to be a long post. In my quest to implement a pause system with an active ui I found myself investigating input/Pointer.js. Here I discovered the reason that my Buttons were useless when the game was paused. Specifically: input/Pointer.js if (this.game.paused){ return this;}My first, and simplest fix for my use case, was simply to comment out all of the above lines. This allows me to still process Pointer callbacks when the game is paused. In my case, the UI is already set up using callbacks, but the rest of the game uses polling. So it was a
  21. Hi, Any doubt how to align GUI.Button horizontally inside GUI.StackPanel. I was playing around but no luck. Playground: https://www.babylonjs-playground.com/#4P8PJY#1
  22. Just noticed an issue. Lets say we have a group named OurGroup with three buttons (represents settings window with buttons 'soundOn', 'pause', 'close'). Each button have its own inputDown listener (or any else like inputOver, inputOut etc.). Then we add this group to the game via this.game.add.group(ourGroup) It works perfect, all the buttons are clickable and so on. Some time later, we want to remove the group from the game (i.e. user clicked the close button on our window) by itself: /*somewhere in the OurGroup class*/ if(this.parent) { this.parent.removeChild(this); } OK,
  23. Is it possible to make a button input that ignores the transparent area of the image? I have several buttons on the same position and the transparent areas overlaps so it is not allowing me to press the buttons on the bottom.
  24. Hi everyone, I need help. Could someone write for me function 'myFunction' which changes the colour of the material. I don't know in which place I need add this. Commented function setTimeot change the colour. When I added function 'myFunction' in this place i have error 'myFunction is not defined'. Do you have good tutorials for the beginners? <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html" charset="utf-8"/> <title>Babylon - Getting Started</title> <!-- link to the last versi
  25. Hi, I have several buttons in my game and I want them to disappear when I click on it. But it seems that the event "onInputOut" is not fired when I set the property button.visible = false in the callback function of the button. Is this a normal behaviour ? Because this causes some problems in my game logic. Is there a way to force the event "onInputOut" to be launched ? I tried button.onInputOut.dispatch() but it does not work. Thanks
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