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Found 4 results

  1. Howdy, In my game I lock the cursor to canvas, so I use a pointer lock and then track/draw a "virtual cursor" manually. However, this causes sprite click callbacks to no longer trigger: sprite.inputEnabled = true; sprite.events.onInputUp.add(this.OnSpriteClick, this); Is there any way to get it working ? As a workaround, I figured I can manually check but I am having a hard time since figuring it out. sprite.getBounds() returns local bounds - how do I translate the my cursor position to sprite's local space? I couldn't find a matrix member under Sprite definition in the docs... Any
  2. I'm referring to the https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API to keep the mouse from leaving your game window, however we're having a problem that after you engage the lock, we can't find a method to keep using the mouse functionality to click on things within the box. The mouse is locked to some arbitrary spot, and while we can map its movements to move a fake sprite mouse around, we can't click from that fake sprite mouse. Does anyone know of any examples that accomplish this?
  3. Hi, which is the active camera input during pointer lock for the arc rotate camera? Thanks!
  4. Hi guys, I am trying to use the HTML5 Pointer Lock API with Phaser but couldn't make it work until now. So far I have used the pointer lock demo code and tried to set the movement values of the activePointer object with the given pointer values. My 2D shooter game is using the mouse position as the aim direction of the player. Hope someone can help me.
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