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Showing results for tags 'game.input'.
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Here is the JSFiddle. I have two events. game.input.onDown which does some logic (generates particles in my example) textButton.events.onInputDown, where textButton is a Phaser.Text object instance, which does another logic.The problem is: when I click on my textButton both event are fired 1 and 2. The question is, how to prevent event 1 from firing when I click on the textButton? And why is it happen? Part of code: ... //This event is fired on click anywhere event # 1 game.input.onDown.add(particleBurst, this); //This is Clickable text textButton = game.add.text(game.world.width - 5, 5, "CLICK ME", fontStyle); textButton.anchor.setTo(1, 0); textButton.inputEnabled = true; //This event is fired on click on text event # 2 textButton.events.onInputDown.add(function () { console.log("button is Clicked"); }, this, 2); ...Any help is appreciated. How can I stop event propagation?
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- game.input
- Phaser.text
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