InsOp Posted July 24, 2015 Share Posted July 24, 2015 if im having game.input.mouse.onMouseMove = function(e) { //... };defined, the game.input.activePointeris somehow bugged, especially .position.x and position.y and .button .it appears that it only updates, if a button is pressed. well I guess the default onMouseMove event is overwritten if I use the lines above,it is like e.preventDefault(); Is there a way to work around this behaviour? Link to comment Share on other sites More sharing options...
rich Posted July 24, 2015 Share Posted July 24, 2015 Yes, don't overwrite internal methods!!!game.input.addMoveCallback(callback, context);is the way to do it propertly. InsOp 1 Link to comment Share on other sites More sharing options...
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