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Showing results for tags 'interactionManager'.
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Hi, I'd like to develop some automated UI tests for my PixiJS application (PixiJS 4.8.1). My test procedure should look something like this later: const test = new UITest() test.click({x: 100, y: 80}) test.drag({x: 100, y: 80}, {x: 120, y: 40}) test.dblClick({x: 200, y: 120}) etc. For this I have to trigger events. I know that the InteractionManager and DisplayObject inherit from EventEmitter. Which option is the best way to trigger events? 1. directly on the canvas element? const originalEvent = new MouseEvent('click', { bubbles: true, cancelable: true, ... }) app.view.dispatchEvent(originalEvent) 2. or via app.renderer.plugins.interaction.onPointerUp (originalEvent) for example? 3. or via app.renderer.plugins.interaction.emit(originalEvent) Unfortunately, I have not yet managed to trigger an event with these three ways ? What already worked was to call the emit method directly on a PIXI.DisplayObject, but I needed to create a PIXI.InteractionEvent object myself, which was quite expensive ... Thanks in advance! Siddi
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I'm trying to se my interaction mode to true so I can set my sprite to follow my cursor. I've managed to do this before i Added ES6 and webpack. Here is a code example: import * as PIXI from 'pixi.js'; // App with width and height of the page const app = new PIXI.Application({ width: 500, height: 500, resolution: 1, backgroundColor: 0xAAAAAA, }); document.body.appendChild(app.view); let player = new PIXI.Sprite.from('assets/dirt.png'); player.anchor.set(0.5); player.x = app.view.width / 2; player.y = app.view.height / 2; app.stage.addChild(player); const movePlayer = function (e) { let pos = e.data.global; player.x = pos.x; player.y = pos.y; } app.stage.interactive = true; app.stage.on("pointermove", movePlayer); Console screenshot: https://i.imgur.com/w4fAcb9.png I think that the problem may be related to webpack somehow ;(
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Hi all It looks like the default time to register a tap on an object is indefinite. Meaning that a tap event is just simply just touch on and touch off, regardless of time between. Is this the case, or is there a setting to shorten it within the interaction manager?
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Hi all, have continued working on my little game prototype. Nothing much there atm except an animated background (a few clouds moving, and a Spine based animated cactus). Ive just started dropping in some sprites for the HUD but getting an error from Interaction manager as soon as myButton.interactive=true and myButton.buttonMode = true are set. Cannot read property 'pointerType' of undefined at Interactionmanager.processPointerMove Any clues? Using 4.52 Production (non-min)
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Hey Guys, I wonder how to access the default initalized InteractionManager? Referring to this thread: There seems to be a InteractionManager already initialized. I have the same problem like the threadstarter in the referred thread. My events are registered two times since I have initalized my own InteractionManager to change the defaultCursorStyle. How can I access the interactionmanager created by PIXI?
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Hi everyone, the interaction in Pixi confuses me. I have the following simple structure: <div> <canvas id='pixi-container'></canvas> <div id='event-catcher'></div> </div> Both the canvas and the event-catcher have the same width/height and are positionned on top of each other: event-catcher on top of pixi-container. I then use the setTargetElement to tell pixi that I want event-catcher to catch the events. myRenderer.plugins.interaction.setTargetElement(document.getElementById('event-catcher')); However in my stage I have some sprites and DisplayObjectContainers that have onclick events that are not being fired. If I remove the event-catcher div it will work properly and click events are fired. Do I misunderstand the use of setTargetElement in Pixi? Thank you for any help.
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Hello, I've got a problem that is starting to impact the performance of my game and I found through profiling that the MouseMove & ProcessMouseMove, are binded to the window "mousemove" event. They do fire correctly, but I simply need them to fire once per frame. ( They fire 5 - 10 times per frame which is normal ) Is there a way to do this in pixi with interactionFrequency, or do I need to do some hack ? Thanks in advance
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In v2 stage had InteractionManager, but v3 has no stage what is analog of // animate loopvar mouse = stage.interactionManager.mouse;player.x = mouse.global.x;player.y = mouse.global.y;and another questions - has any working v3 examples already exist ?
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Hello, Let's say that i have an "Interactive" Sprite Button (sprite.interactive = true) ready for receiving click/touch events, and above of it there is a big TilingSprite (with the size of all screen) to create a Flash effect. The tiling sprite is visible (tilingSprite.visible = true) and its alpha oscillate between 0.1 to 0.5. The problem is when i want to touch/click the Sprite button nothing happens... The only way to receive a touch/click event is by setting tilingSprite.visible = false. Is there any way to set the interaction manager to "bypass" some elements like some TilingSprites or others?
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I recently upgraded from PIXI 1.5.4 to 2.2 and I am getting this error when I drag the mouse on the canvas: Uncaught TypeError: Cannot read property 'length' of undefined PIXI.InteractionManager.collectInteractiveSprite PIXI.InteractionManager.collectInteractiveSprite PIXI.InteractionManager.rebuildInteractiveGraph PIXI.InteractionManager.onMouseMove It appears to be PIXI.InteractionManager.prototype.collectInteractiveSprite hitting a child node with no children array. if (child.children.length > 0) { this.collectInteractiveSprite(child, iParent); }Any clues as to what is going on? This problem also occurs in PIXI 1.6.0
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Is there a way to convert window.clientX / window.clientY to PIXI stage? I have this scenario: container.touchmove = container.mousemove = function(data){ currentPlayer.drawTo(data.getLocalPosition(container).x, data.getLocalPosition(container).y);}but I need to listen and input mouse coords from the whole window, as when the user is dragging outside the stage, it stops drawing. this is what I need: $(window).on('mousemove', function(ev){ var point = windowPointToPIXI ???? getLocalPosition(container); where point.x and point.y would be the same as the one from previous: data.getLocalPosition(container) Then I can call: currentPlayer.drawTo(point.x, point.y);});
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Hey, I'm trying to set a mousedown and touchstart in a Spine object, but this don't dispatch a event. After this I tried to set a hitArea in spine, but this don't made diference. What I can do?