toto88x Posted January 19, 2014 Share Posted January 19, 2014 Hi, I have some sprites with useHandCursor = true, this way when my mouse is over them, my cursor becomes a hand. This works, except in one case described below. 1- I put my mouse over a sprite -> the hover works2- I click on the sprite, which give velocity to the sprite and make it move -> the hover works, thanks to using game.stage.canvas.style.cursor = "default"3- Once the sprit stop moving, I hover it -> the hover does not work. But if I hover it a second time, it works. Here's a working example (click on a star, wait for the start to stop moving, then hover it). How can I fix that? I want to simply show a hand everytime I'm over a star. Thanks! :-) Link to comment Share on other sites More sharing options...
jpdev Posted January 19, 2014 Share Posted January 19, 2014 Hi toto88x, The problem is, that the useHandCursor only checks and changes the cursor when you move the mouse onto a star.If the mouse is already on a star and the cursor has been set to default (by the listener-event) it won't change back to star. So we do the check manually in every update function. Change your code to not set useHandCursor, instead use this expanded update functions: function update() { var touchingStar = false; stars.forEachAlive( function(s){ if (s.x > 300) s.body.velocity.x = 0; if (Phaser.Rectangle.contains(s.body, game.input.x, game.input.y)) { touchingStar = true; } }); if (touchingStar) { game.stage.canvas.style.cursor = "pointer"; } else { game.stage.canvas.style.cursor = "default"; } } What this does:It checks if the mouse is over any of your stars. if it is, at the end of the function we set the cursor to pointer, if not then to default. Link to comment Share on other sites More sharing options...
toto88x Posted January 19, 2014 Author Share Posted January 19, 2014 Awesome, this works perfectly, thanks! :-) Link to comment Share on other sites More sharing options...
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