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Showing results for tags 'pointerlock'.
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Hello. I tried to get a kind of focus helper with the mouse when the pointer rolls over an item. but i can get a good easing when the mouse are hover a element. I do not know if I explain myself well, but I will try. i use the pointerLock API. when the mouse icon get hover a new elements, i want to help the mouse to move to center of element. But without disturbing the control of the mouse. the idea is to create a focus helper to center the pointer on the elements when the mouse has a contact with the outlines. i try my best to make a codepen. for active the pointer lock, just click inside the blue square. https://codepen.io/djmisterjon/pen/gzJVRR/?editors=1011 if your move the mouse, your will see that the behavior is a little messy when the mouse flies over a white square. An idea on a good approach to create a similar system? Am using GSAP libs. thank a lot for help. my source code am trying patch look like this , but it very similar to the code pen demo. /*: // PLUGIN □────────────────────────────────□MOUSE INTERACTIVITY□───────────────────────────────┐ * @author □ Jonathan Lepage (dimisterjon),(jonforum) * @plugindesc MOUSE ENGINE * V.0.1a * License:© M.I.T └───────────────────────────────────────────────────────────────────────────────────────────────────┘ Controle tous ce qui est associer a la sourits, interaction avec player et camera engine Initialise avantr le loader , seulement pendant la sceneBOOT */ // ┌-----------------------------------------------------------------------------┐ // GLOBAL $mouse CLASS: _mouse //└------------------------------------------------------------------------------┘ function _mouse() { PIXI.Container.call(this); }; _mouse.prototype = Object.create(PIXI.Container.prototype); _mouse.prototype.constructor = _mouse; $mouse = new _mouse(); console.log9('$mouse: ', $mouse); //$mouse.initialize() _mouse.prototype.initialize = function() { this.icon = null; this.x = this.y = 0; // mouse coor this.sensiX = this.sensiY = 0.8; this.dirH = this.dirV = 0; // direction hori, vert (4,6,2,8) base 10 this.screenX = 1600; this.screenY = 900; this.mouseIsDown = false; // mosue is down indicator // check if started path selector this.tweenLastCase = null; this.startedPathCase = null; // easing mouse this.tween = new TweenLite(this.position, 0, { x:0, y:0, ease:Power4.easeOut, }); this.createSpriteMouse(); this.createListener(); //this.debug(); // FIXME: REMOVE }; //┌-----------------------------------------------------------------------------┐ // $mouse.createSpriteMouse(); // create the sprite spine mouse and default animations //└-----------------------------------------------------------------------------┘ _mouse.prototype.createSpriteMouse = function() { const sprite = new PIXI.Sprite.fromImage('/img/mouse.png'); sprite.anchor.set(0.5,0); this.icon = sprite; this.iconLight = new PIXI.lights.PointLight(0xffffff,0.5); // the sceen FX sun this.addChild(sprite,this.iconLight); }; //┌-----------------------------------------------------------------------------┐ // $mouse.initialise(); // initialise mouse grafivs and all listener //└-----------------------------------------------------------------------------┘ _mouse.prototype.createListener = function() { // mouse listener document.addEventListener('mousemove', this.mousemove_core.bind(this)); document.addEventListener('mousedown', this.mousedown_core.bind(this)); document.addEventListener('mouseup', this.mouseup_core.bind(this)); document.addEventListener('wheel', this.wheel_core.bind(this)); // frames window listener //document.body.onwebkitfullscreenchange = this.windowResized; // FIXME: F4 FULL SCREEN VOIR LA REQUETE FAITE PAR RMMV document.body.onresize = this.windowResized; document.body.onblur = this.windowBlur; document.body.onfocus = this.windowFocus; }; //┌-----------------------------------------------------------------------------┐ // event: windowResized, _mouseblur, _mousefocus // listener related to fullScreenManager and the API pointer lock //└-----------------------------------------------------------------------------┘ _mouse.prototype.windowResized = function(event){ document.exitPointerLock(); document.body.requestPointerLock(); // pointlocker API }; _mouse.prototype.windowBlur = function(event){ document.exitPointerLock(); }; _mouse.prototype.windowFocus = function(event){ document.exitPointerLock(); document.body.requestPointerLock(); // pointlocker API }; //┌-----------------------------------------------------------------------------┐ // event: _mousemousemove // event that compute the current mouse position and move the icon //└-----------------------------------------------------------------------------┘ _mouse.prototype.mousemove_core = function(event){ // determine the direction this.dirH = event.movementX>0 && 6 || event.movementX<0 && 4 || 0; this.dirV = event.movementY>0 && 2 || event.movementY<0 && 8 || 0; this.x+=(event.movementX*this.sensiX); this.y+=(event.movementY*this.sensiY); // overScreen reasigment position this.checkOverScreen(); // check camera !this.mouseIsDown && $camera.onMouseMove(this.x,this.y); // check cases const inCase = $cases.onMouseMove(this.x,this.y, this.mouseIsDown); if(inCase && this.tweenLastCase !== inCase){ this.tweenLastCase = inCase; this.moveToCase(inCase,0.5) } console.log('inCase: ', inCase); if(this.startedPathCase && this.mouseIsDown){ this.computePath(); } }; _mouse.prototype.checkOverScreen = function(){ if(this.x>this.screenX){ if(this.dirH === 4){ return this.x = this.screenX; }; }else if(this.x<0){ if(this.dirH === 6){ return this.x = 0; }; }else if(this.y>this.screenY){ if(this.dirV === 8){ return this.y = this.screenY; }; }else if(this.y<0){ if(this.dirV === 2){ return this.y = 0; }; }; }; // $camera.moveToTarget(); _mouse.prototype.moveToCase = function(inCase, speed,ease) { console.log1('inCase: ', inCase.getGlobalPosition()); const p = inCase.getGlobalPosition() this.tween.vars.x = p.x; this.tween.vars.y = p.y+(inCase.heigth/2); speed && (this.tween._duration = speed); this.tween.invalidate(); this.tween.play(0); console.log('this.tween: ', this.tween); }; _mouse.prototype.computePath = function(){ if($cases.current){ // if case not exist in array, add it if(this.startedPathCase.indexOf($cases.current)<0){ this.startedPathCase.push($cases.current); } } }; //┌-----------------------------------------------------------------------------┐ // event: mousedown_core // event when mouse down //└-----------------------------------------------------------------------------┘ _mouse.prototype.mousedown_core = function(event){ this.mouseIsDown = true; if($cases.current){ this.startedPathCase = [$cases.current]; $cases.onMousedown(); } }; //┌-----------------------------------------------------------------------------┐ // event: mousedown_core // event when mouse down //└-----------------------------------------------------------------------------┘ _mouse.prototype.mouseup_core = function(event){ this.mouseIsDown = false; if(this.startedPathCase){ $player.moveToCase(this.startedPathCase[this.startedPathCase.length-1]); this.startedPathCase = null; $camera.onMouseWheel(1); } }; //┌-----------------------------------------------------------------------------┐ // event: wheel_core // event when mouse whell //└-----------------------------------------------------------------------------┘ _mouse.prototype.wheel_core = function(event){ // allow to add what need, example if on element do other thing than zoom .. $camera.onMouseWheel(event.deltaY<0 && 0.2 || -0.2); }; //$mouse.debug(); // add debug feature mouse mouve //TODO: REMOVE ME _mouse.prototype.debug = function(){ var debugMouse = this._mousemousemove; // (dX: ${~~(mX/Zoom.x)+ScrollX} this._mousemousemove = function(event) { debugMouse.call(this,event); document.title = ` x: ${~~this.x} y: ${~~this.y} || mapX: ${ (this.x/$camera.zoom.x)+$camera.position.x } mapY: ${ (this.y/$camera.zoom.y)+$camera.position.y } || `; }; document.onmousemove = this._mousemousemove.bind(this); };
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Hello, I am getting a strange bug in chrome with the pointer lock API. When using chrome on windows 10, the mouse will randomly move to a new location as I move the mouse around. I have repeated this bug on seperate machines. Works fine on firefox. Here's a play ground: https://playground.babylonjs.com/#H9FRSI#2. I removed the non chrome pointer lock stuff. Pointerlock code for chrome: scene.onPointerDown = function (evt) { canvas.requestPointerLock(); }; I would really appreciate any help on this! Thanks!
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Hi, on Chrome 63 (12/12/17) there is a Pointer Lock bug. When trying to spin around 360 degrees, the camera angle will randomly snap back to start position. I filed a problem report with the Chrome team, hopefully it will be resolved soon. Just wanted to let people know. Thanks!
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- chrome
- pointerlock
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Hello, Let me present you my game. This is a Multiplayer First Person Shooter set in a fantasy context. It runs only in Firefox and Chrome/Chromium browsers or any browser that fully supports HTML 5, pointerlock and websockets. So don't try with Internet Explorer. The game uses raycasting technics and looks like wolfenstein 3D or Heretic. The server program is written in Node.js and the client is written in javascript. No framework but mine is used. The game is located here : http://www.laboralphy.org/blightmagic/ You play a wizard with the ability to shoot magic missiles and read various scrolls. All players are fighting each other in an arena. As a wizard, you may : Read scrolls and use potions. those items grant you temporary effects like invisibility or reflection shield. Such items can be found in chest scattered throughout the arena. Basic controls : Use your mouse and keyboard (W.A.S.D) to control your character. Click on the left mouse button to shoot, click on the right mouse button to use the selected item (scroll or potion). Use the mouse wheel to select an item. Deathmatch only... Currently, the only objective is to earn points by shooting down your opponents. There may be "team deathmatch" and "capture the flag" modes in the future. Mobs : Pumpkin monsters may crawl in the arena so watch out ! They are nasty. The server : Hosted by friends of mine, the server is located in Europe and may not be optimized for network games, sorry about the high network latency you may experiment... Screenshots : Video : http://youtu.be/Y38TBVEE8g4 Game : http://www.laboralphy.org/blightmagic/ Game Manual : http://www.laboralphy.org/blightmagic/manual/index-en.html I hope you'll give it a try, please post some comments or suggestions. I'm thinking about improvements on this game, but I also have others projects in mind so ... If anyone knows one thing or two about making games a little more popular I'll be happy to read some advice. Thank you.
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- fps
- multiplayer
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