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Found 7 results

  1. Hey there! I'm extending the button class right now and I was wondering if it is possible to call a custom function when the mouse hovers over the button, since it already does the checking to change the pointer. MyButton.prototype._pointerOverHandler = function() { console.log("check"); }; This doesn't do the trick, I guess because _pointerOverHandler is a protected internal function. If there is no better way then to check for mouseover myself in the buttons update cycle, then so be it, just tell me - I just want to make sure I don't miss anything. Any help is greatly ap
  2. Hello everyone. I also opened an issue on github, you can check via here: https://github.com/pixijs/pixi.js/issues/3616 Tested on versions `4.x.x` including latest `4.3.3`, I face this issue with `mouseover` and `mouseout `events in the following cases. 1) I have a rectangle (graphic object) that moves back and forth through the canvas. When I place my cursor in the middle of the canvas, as the shape moves and crosses over my cursor, `mouseover` and `mouseout` events fail to register in a random pattern. 2) For the second case, the rectangle doesn't move, but this time I c
  3. The PIXI.sprite, which is underneath a PIXI.particles.Emitter, has some bound mouse events - mouseover and click... but they are being blocked by the particles. When mousing over the sprite or clicking on it, the event is not fired. I found someone having the same issue, and his solution was to set the containing PIXI.container's interactive property to false: https://github.com/pixijs/pixi.js/issues/1725 However, in my situation, I require that the container be interactive for dragging and zooming the map. How can I allow the sprite's mouse events to be fired, regardless of whe
  4. Hi, I have something like that (simplified version for the playground) : http://www.babylonjs-playground.com/#272WDW#23 But when we move the mouse over the hole, the user don't necessarily know that he can click on the hole. So what I would like is an effect to know that we can click on. At the beggining, I thought to make a little zoom on the image which is behind the hole but i'm not convinced by this effect. (http://www.babylonjs-playground.com/#272WDW#24 - But, nice work iiceman ) What I thought, would be that at mouseover, display a border all around the edge of the hole (inne
  5. I'm having a strange issue, I have not encountered before. When dragging a sprite over another sprite, mouse events underneath dragged sprite are not firing. For example if I have a SpriteA, which has mouseover event. If I simply drag my mouse over it, event would work just fine. However, if i'm dragging another sprite (SpriteB) over SpriteA, mouseover event of SpriteA is not detected. I know I have done this before where it worked, but I cant figure out whats going on right now. Is there some setting that allows a sprite to be "click-through" ? Thank you! Edit: Just in case i
  6. Hey all, I am trying to make a very basic prototype of a Paint-like applications. Is it possible to bind a mousemove event to the Stage that I create? If I bind an event like this: el = this.renderer.view;el.addEventListener('mousemove', function(e){ console.log('move); });I don't get a log event, so I assume that Pixi is catching and squashing the event. What's the Pixi way of binding mousedown, mousemove, and mouseup events to a Stage instance? Do I need to create an interactive, but transparent Graphics instance to cover the entire thing and have it handle the events? Thanks!
  7. Hello everyone, I need help on something. I wonder if it's possible to make something like a "drop down menu" when the mouse hovers one mesh. I've got the problem minimized by overriding the right button click. But this option is not viable (since it's a bad practice). So.. I use the left button to point the place where the mesh will move to, the only solutions that occurs to me it's the mouseover event. Any suggestions? Thanks in advance.
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