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Showing results for tags 'event handler'.
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from this playground file https://www.babylonjs-playground.com/#W2DP7F#3 i managed to add 'click to play' poster frame and made a toggle bit: scene.onPointerUp = function() { if (videoTexture.video.paused === true){ videoTexture.video.play(); } else { videoTexture.video.pause(); } but now i wonder how to add the eventListener("onended") and set currentTime to 0 again AND show the posterFrame. Any ideas?
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Hey there guys! I working on chess game with Phaser 3. And so far everything is amazing. Right now I'm working on event handlers for the pieces(figures). Take a look: for(let i = 0; i < this.pieces.length; i++) { this.pieces[i].setInteractive(); this.pieces[i].on('clicked', ()=>{ console.log('Piece clicked')); }, this); } This is taken from the example HERE. So my problem is this fragrament of the code: this.input.on('gameobjectup', function (pointer, gameObject) { gameObject.emit('clicked', gameObject); }, this); Can someone explain the whole structure? Or maybe suggest cleaner way to do it?
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Suppose I'm trying to trigger a function when mouse left button pressed and I have my game core loop containing 100 lines of code. I have my onClick event handler at line 876 then if game loop is at line say 107 then at that moment if I click button then what happens? Is onClick EventHandler function runs concurrently with my core game loop? Or First event handler function executes and then return back to line 107 and continue executing the game loop? I mean to say is there multithreading like happen or not?
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