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Found 4 results

  1. Hello everyone! As shown in this example http://phaser.io/examples/v2/input/out-of-game-mouse-up Mose up is firing when you move your mouse with holded button out of canvas. So the question is here any ways to disable this firing? Best regards
  2. Hi, Here's the case: http://www.babylonjs-playground.com/#GV32Z Press the mousebutton and move the cursor onto the code-window on the left > release the mouseButton there and now move the cursor onto the canvas again (without pressing the mouse button). The camera is moving although the mouseButton is not pressed. You see that Babylon didn't recognize the mouseUp-Event outside of the canvas. Is there a way to extend the mouseListener of the camera controls so that it listens to the mouseUp-event on the whole document?
  3. Hello there, I have found strange behavior one of the phaser's example. Out Of Game Mouse Up example didn't work on Phaser 2.5+. onUp called immediately when mouse is out the game canvas. It isn't expected result: // Even if you release the mouse button outside of the game window // the 'onUp' function will still be called. Everything is ok on Phaser 2.4.4. So, what happened? Who knows?
  4. 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!
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