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  1. I made a small game for moving an image to a location where the use clicks. The game is set in space where the user is controlling a rocket The catch to this game is the place the user clicks, the rocket as well as the asteroid moves. So, the user has to avoid the asteroid and keep moving. There are two scenes in this game. Scene 1- Here is the main game In preload, we load 2 images this.load.image('Ship', 'ship.png'); this.load.image('asteroid', 'asteroid.png'); In create, we add these images to the scene source1 = this.physics.add.image(100, 300, 'Ship');
  2. Hi, I'm trying to develop a game in Phaser 3 where player is able to select a stage (basically a scene) of their choice. I want this selection menu to be like a map. This is how SVG file looks like. <svg> <g> <path id="land" class="land" d="M138.114,402.543l0.683,1.604l-1.204.(truncated)"> <path id="ice" class="ice" d="M238.114,402.543l0.683,1.604l-1.204..........."> <path id="water" class="water" d="M538.114,402.543l0.683,1.604l-1.204........"> </g> </svg> How do I add event to each of these path ? They
  3. So, I'm having trouble understanding how to do something when clicking on a specific object. I'm creating game objects with this function: createBurger(){ this.newBurger = new Burger(this,this.input.mousePointer.x+cam.scrollx,this.input.mousePointer.y,'11'); this.newBurger.setScale(1.2); cant_burgers++; ctnr_burgers.push(this.newBurger); this.newBurger.setInteractive(); this.newBurger.setData({sideA: 1, sideB: 1, cooked:0, flip: 0, celda: undefined}); this.input.on("pointermove", this.follow, this); this.input.on("poi
  4. Hello, I am trying to use the Pixi.js example for mouse trails, and I wanted to spice it up with switching up the mouse trail every time I click a button Here is the HTML <!doctype html> <html> <head> <style> body{ margin: 0; } </style> </head> <body> <button id = "trailSwap">Swap Trail Color</button> <script src="pixi.js"></script> <script src="mouse-trail.js"></script> <script type="text/javascript"> </script> </b
  5. Hi, Can anyone tell me please what the best way to hide a "BETTING CONFIGURATION" container by clicking anywhere on the screen other than that container? Actually i'm detecting the mouse coordinates and comparing with the window / container coordinates, but it's good practice? public static isColliding(mouse: any, object: any): boolean { return !(mouse.x < object.x || mouse.x > (object.x + object.width) || mouse.y < object.y || mouse.y > (object.y + object.height)); } this.baseContainer.interactive = true; this.baseContainer.addListener('pointerdown', () => {
  6. Refer to the playground url below, sprite is in front of the sphere, however the click / pick event triggered on backend sphere first regardless of the sprite's position. Url: https://www.babylonjs-playground.com/#9RUHH#29 Expected result: Player clicked will be triggered instead of Sphere clicked.
  7. This is my code right now to check if left or right mouse button is down: // Left button down app.stage.on("mousedown", function() { // code... }); // Right button down app.stage.on("rightdown", function() { // code... }); But it doesn't seems to be possible that both events happen at the same time. How would I check if both mouse buttons are pressed? Left and right.
  8. I was posting this thread at the wrong place (it was in Phaser 2). OK, I am having a very bad time with clickable objects. It works perfectly on desktop browser but when I run it on my Android mobile the hot spot is totally off. Please refer to the attached picture to have an idea what I am talking about. The blue square is the clickable object (it's a .png picture). Tapping the object won't fire the input event but if I tap around the position where I draw the marquee it will. In other words, the clickable area is off of the picture. I found this thread where the OP had a simil
  9. I'm working with PixiJS to create a web app with OS-like functionality (source here: https://github.com/steverichey/OpenGNOP) so I obviously need to have stuff related to mouse and touch events. I've tried stuff like this (based on the examples): this.interactive = true;this.mousedown = this.touchstart = this.onClick.bind(this);this.mouseup = this.touchend = this.mouseupoutside = this.touchendoutside = this.onRelease.bind(this);But it's hit or miss. BitmapText will function normally but DisplayObjectContainers may or may not, and Graphics seem to never register clicks. Is there something I'm m
  10. Hey everyone! I am trying to achieve a zoom on an element using PIXI I have currently a graphics rectangle (see first image) It is the child of my stage which is the main container being rendered. My main container is as big as the browser screen. On clicking the graphics element I want the stage to zoom in in a way that I get this output (see second image) As you can see on the desired output I want the rectangle to take up the whole container. I am confused with what pivots do I choose and what new positioning do I set to achieve this and till what point do I scale this?
  11. Hi! I have a background plane and rendering text over top in another smaller plane. I'm then registering an OnPickTrigger to select the background plane: // this.shapeRoot is a Plane mesh this.shapeRoot.actionManager = new BABYLON.ActionManager(scene); var action = new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function (evt) { console.log("node picked!"); }); this.shapeRoot.actionManager.registerAction(action); This all works, but the event is not triggered on the background plane where it's blocked by the text plane. How can I tell the eve
  12. 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_
  13. Basically I am making a cookie clicker type game for fun. I am trying to make the counter increase each time the sprite is clicked on but for some reason the click event on the sprite is never fired if i click on the sprite. I can't figure out why the click event isn't firing does anyone know why? Or a better way of doing this? <!doctype html> <html> <head> <meta charset="UTF-8" /> <title>Shook Clicker</title> <script src="https://cdn.jsdelivr.net/npm/phaser-ce@2.9.1/build/phaser.js"></script>
  14. Hi, I am new on Phaser framework actually, but i am trying to find out. I have an easy test game, where emitter moving from left to right, and drop particle, which is candy with 3 different state. So i have to click on particle, and it has to change animation frame. When i click 3 time, particle have to disapear. Here is my game code, but actually, i cannot make click event working. It looks like something wrong with my code, but i don't know where <script> function getRandomInt(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; }
  15. I am working on a project that switches between a handful of scenes. To do this I load all of my scenes at the start so you can switch between them quickly. You start out in an overall view of the area and you can click markers to go into rooms. In the rooms are more makers that are hooked up to click events. However If one of the markers in the scene is in the bottom left of the screen per say and I move to a different scene, If I would click in the bottom left of the screen the click event of the previous room triggers. How do I make sure that click events are only active for t
  16. Hey guys, I'm wondering if anyone can spare some time to please help me? The issue exists within an existing project so is difficult to debug. I'm hoping people can just suggest anything rather than seeking a specific fix while I continue to debug 1. I create an object and place it on the renderer. 2. Then I attach a function to the "pointerdown" event on that object. furni.interactive = true; furni.on('pointerdown', function(){ game.ui.showElecFurniInfo(this); }); 3. I then create sprites above it that act like flashing/rotating spot lights e.g. light = PIXI.Spr
  17. Hello. I am very new to PIXI, so please bare with me. I have been in search of good API for my game. The game uses a map which contains tiled images as well as a bunch of path on the screen. Think Google Map, except a lot simpler. I was able to use PIXI to implement the map background where it scrolls and loads tiled map images as needed. I was also able to draw paths onto the map. Now the problem is that I cannot figure out how to interact with those paths. I used PIXI.Graphics to create and draw a path. I applied mouse events to it. But no event is fired. I
  18. Hi everyone, one of my functions is triggered twice for some reason. It is a simple click on an element. // the player stops touching the house confirmHouse(sprite, pointer) { console.log('confirmed'); // logs 2x confirmed if(MMM.candidateSprite == sprite && MMM.menuOpen == false){ var _this = this; ........ } } // function to set a single house with specific postion setOneHouse(posX, posY, id, reference){ var house = this.game.add.image(posX, posY, reference); house.id = id; house.anchor.setTo(0.5); house.inputEnabled = true; house.events.onI
  19. I'm developing point&click quest adventure (something like Machinarium) I have a background, for example, like on the bkg1.ipg I want to define some zone where the character can move. Example on bkg1-marked.jpg. Reaching the end of the red zone the character should stop. Also, it would be great to have ability to make it with some pathfinding like f.e. there are stairs on the background image and the character stays somewhere else on the "first floor". Player clicks on top of the stairs and the character goes there, according to the zone where he can walk Does Phaser ha
  20. Hi, I'm new on Phaser and my english isn't perfect, so i'll try to be careful. I made a 2D mini game like that : (see screenshot). What I need is to move my character on right click. - I handeled my right click (so it's ok). - I have in an array the path I need the character to use (ex : [[0.0],[0.1],[0.2],[0.3],[0.4],[0.5]]). My character have got a speed (equals to 1) and I need my character to move from the first point to the last of my array by passing by the others ... like a unit in Warcraft 3, League of legend, etc. Do you know how i can do that please
  21. The default setup for buttons in Phaser is that if you click on a button, then move the mouse (or finger on mobile) off the button, when you let go it still registers as a click/tap. Is there a way to have Phaser buttons perform like most buttons - where if you move the input off the button before you release, it does not activate the button?
  22. hi. I'm having a bit of a brain dead moment!!! I need a super simple if button is clicked restart the game state in the pause menu. (Im using the game pause as a cheat end game screen) this is the function I'm working on - all I need is to be able to click 'rePlay'. endGame: function() { this.game.paused = true; this.game.add.text(this.game.world.centerX - 150, this.game.world.centerY - 100, "game over", { font: "60px Raleway"} ); // place the reset button this.rePlay = game.add.sprite(this.game.world.centerX - 150, this.game.world.centerY + 100, 'rePlay');
  23. Hello gamedevs! I just jumped into Phaser, and feel realy well prepared after the Zenva course, Examples and the help of the Forum. But I just run into a problem where I can't find any solution. I just setup a Emitter who is creating world/another colliding bubbles within a mask. What I now want is to collide them also with my Input (mouse/touch). (Everyone knows the effect of run the mouse into a particle bubble bath :D) I tried following: -Find any Emitter function in the docu -Move a colliding box to the position where I clicked (he doesnt moves bubbles who within the box, j
  24. I feel embarrassed, but after doing a lot of research I can't seem to be able to implement this simple feature. Can anyone here who's familiar with pixi walk me through how I might accomplish this? Things I've tried... I'm trying to use .on('click', move) and then I have the move function right now set to just return the value of the pointer. I can't even get my code to return anything, let alone move the sprite. I've tried doing stage.on('click', move); and it just doesn't work. I get no errors in the console. nothing. It just doesn't work. After that, I tried creating a rectangle
  25. Hello. I tried the following code in one state in my game but it didn't work: var x=50,y=300; state1 = function(){}; state1.prototype = { preload: function(){ game.load.image('cover', 'lovely.png'); }, create: function(){ game.stage.backgroundColor = "#ba55ae"; cover1 = game.add.sprite(x+100+0,y,'cover'); cover2 = game.add.sprite(x+100+100,y,'cover'); cover3 = game.add.sprite(x+100+200,y,'cover'); cover4 = game.add.sprite(x+100+300,y,'cover'); cover5 = game.ad
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