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bitmapText interactivity


bubamara
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Yeah I need to redo BitmapText a bit to allow for things like this - it would make a lot more sense if it just extended Sprite and then you could do all the usual things with it. I'll add it to the roadmap. For now you'll need to place a blank 'hit sprite' over the top, or just use a Rectangle object and Rectangle.contains to check the input x/y against it.

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Thanks for reply. 

For those interested, here is little demo on that :

<!DOCTYPE HTML><html>	<head>		<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />		<script type="text/javascript" src="phaser.js"></script>		<title>Clickable bitmapText</title>	</head>	<body>		<script>			var text, clickArea;			var _isDown = false;			var _game = new Phaser.Game(480, 320, Phaser.AUTO, '', { preload: preload, create: create, update: update });			function preload() {				_game.load.bitmapFont('Desyrel', 'desyrel.png', 'desyrel.xml');			}			function create() {				var style = { font: '70px Desyrel', align: 'center'};				text = _game.add.bitmapText(_game.world.centerX, _game.world.centerY, 'Click me', style);				text.anchor.setTo(0.5, 0.5);												clickArea = new Phaser.Rectangle(text.x - text.width / 2, text.y - text.height / 2, text.width, text.height);			}						function update() {				if (_game.input.activePointer.isDown) {					if (Phaser.Rectangle.contains(clickArea, _game.input.x, _game.input.y) && !_isDown) {						_isDown = true;						onClickFunction();					}				}				if (_game.input.activePointer.isUp) {					onReleaseFunction();					_isDown = false;				}							}			function onClickFunction() {				text.scale.x = text.scale.y = 0.9;			}						function onReleaseFunction() {				text.scale.x = text.scale.y = 1;			}					</script>	</body></html>

EDIT : changed input.mousePointer to input.activePointer & check for "down" state

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