spider Posted October 21, 2013 Share Posted October 21, 2013 Could someone please tell me how to capture a touch event in phaser?game.input.mouse.onMouseMove = function (evt) { rabbit.x = evt.offsetX - (rabbitWidth / 2);}; The above code works perfectly on a normal screen, but does bugger-all on my iPhone. I see Pixi has some mouse support. http://www.goodboydigital.com/pixi-js-gets-interactive/ I'm looking for the touch position. Help appreciated. Link to comment Share on other sites More sharing options...
rich Posted October 22, 2013 Share Posted October 22, 2013 Well you're asking the mouse specifically for an event, so of course your iPhone won't do anything I would recommend you look at examples/input/multi touch Should give a better understanding of the sorts of properties the Phaser.Pointer objects have. TNelson 1 Link to comment Share on other sites More sharing options...
Arlefreak Posted October 23, 2013 Share Posted October 23, 2013 I had this problem to ! and after a day searching on the examples multi touch one give me the answer ( too late to read your answaer Rich :C ) if (game.input.pointer1.isDown)That should do it TNelson and rizvanhaider 2 Link to comment Share on other sites More sharing options...
rich Posted October 23, 2013 Share Posted October 23, 2013 Here's a brief explanation of how the Pointers are set-up: game.input.mousePointer always references the mouse (if present on the device). If you know you only need to query the mouse it's safe to use this. game.input.activePointer is a reference to the most recently active pointer object. By 'active' we mean the one that created the most recent event on the device. On a non-Surface desktop this will be the mouse. On an iPhone for example it will be the most recent finger active on the screen. The game.input.pointer1 through to pointer10 objects are for multi-touch systems. By default Phaser will start 2 of them (allowing for 2-finger games). If you want more you can start up the others too. Pointers are issued sequentially as each new finger is pressed on the screen. So if you press down 3 fingers then pointer1, 2 and 3 will become active. If you then remove the 2nd finger you placed down pointer2 will become inactive, but pointers 1 and 3 will remain active. If you put another finger down it will fill-in the gap and become pointer2 again. game.input.x/y = the most recently active pointer coordinates. You can listen to game.input events too, for example:game.input.onDown.add(doSomething, this);function doSomething(pointer) { // pointer will contain the pointer that activated this event}You can listen for "onDown", "onUp", "onTap" and "onHold". shohan4556, Speakeasys, clark and 4 others 7 Link to comment Share on other sites More sharing options...
CrazySam Posted October 23, 2013 Share Posted October 23, 2013 Is there a quick way to iterate through all active pointers? For example:isTouchingButton = function(pointer){ if(button.input.pointerOver(pointer.id)) // Do something}game.input.forEachPointer(isTouchingButton, this); naveen 1 Link to comment Share on other sites More sharing options...
rich Posted October 23, 2013 Share Posted October 23, 2013 You don't really need to - you'd use the button events in this case:button.events.onInputOver.add(isTouchingButton, this);function isTouchingButton(button, pointer) { // stuff}You've got these events you can use (on any Sprite or Button object) onInputOveronInputOutonInputDownonInputUponDragStartonDragStop CrazySam, shohan4556 and gabdab 3 Link to comment Share on other sites More sharing options...
acott Posted February 14, 2014 Share Posted February 14, 2014 Is it possible to use this method for moving a character left and right? I have it working with the keyboard using cursors.left.isDown but can this be changed to game.input.activePointer.isDown so the touch functionality will work on mobile? I know I need to split the screen so if they touch the left hand side it moves left and if they touch the right hand side it moves right. But im not quite sure how to split the screen for this, any help would be greatly appreciated! Link to comment Share on other sites More sharing options...
xnamex Posted February 14, 2014 Share Posted February 14, 2014 @acott To implement that touch-on-screen behavior is fairly easy, you can do something like:var RIGHT = 0, LEFT = 1;/* Divide the current tap x coordinate to half the game.width, floor it and there you go */game.input.onTap.add(function(e){ if (Math.floor(e.x/(this.game.width/2)) === LEFT) { //do left stuff } if (Math.floor(e.x/(this.game.width/2)) === RIGHT) { //do right stuff }}); Hope this helps! Cheers! Dyego Rodrigo, TNelson, megan and 1 other 4 Link to comment Share on other sites More sharing options...
acott Posted February 15, 2014 Share Posted February 15, 2014 Hey Xnamex, I gave that a go but for some reason the tap function only makes him move a very small bit. You have to tap like a mad man to try get the sprite to move across the screen! Maybe there is something I'm doing wrong? Also the walk cycle continuously plays regardless if I have tapped or not. Maybe this is due to it being in the update section? Link to comment Share on other sites More sharing options...
rumdumdum Posted February 15, 2014 Share Posted February 15, 2014 @acott I made the following change to make ti work with the example game: if (game.input.pointer1.isDown){ if (Math.floor(game.input.x/(game.width/2)) === LEFT) { // Move to the left player.body.velocity.x = 150; player.animations.play('right'); } if (Math.floor(game.input.x/(game.width/2)) === RIGHT) { // Move to the right player.body.velocity.x = -150; player.animations.play('left'); } }else{ // Stand still player.animations.stop(); player.frame = 4; } Dyego Rodrigo and acott 2 Link to comment Share on other sites More sharing options...
acott Posted February 15, 2014 Share Posted February 15, 2014 you cracked it rumdumdum! thanks so much! rumdumdum 1 Link to comment Share on other sites More sharing options...
rumdumdum Posted February 15, 2014 Share Posted February 15, 2014 great to hear I added swipe up to jump using hammer.jsvar element = document.getElementsByTagName('body')[0];var hammertime = Hammer(element).on("swipeup", function(event) { if (player.body.touching.down) { player.body.velocity.y = -350; }});The only question I have is how to make all these actions work together smoothly. For example swiping up to jump and moving right at the same time? Now its a bit jittery and you need to stop to swipe and jump. acott 1 Link to comment Share on other sites More sharing options...
acott Posted February 16, 2014 Share Posted February 16, 2014 Yeah I noticed that if you tap the screen in a certain manner that the player just stops, which in my game can result in death could be quite frustrating for the player or maybe thats the fun of it. I gave hammer.js a go, I keep getting an error "cannot call method 'addEventListener' of undefined" rumdumdum 1 Link to comment Share on other sites More sharing options...
rumdumdum Posted February 17, 2014 Share Posted February 17, 2014 @acott I got an example from another post for jumping with a swipe to work without hammer.js://This is inside your update functionif ((cursors.up.isDown || onSwipe()) && player.body.touching.down) { player.body.velocity.y = -350; }//This can be placed outsidefunction onSwipe() { return (Phaser.Point.distance(game.input.activePointer.position, game.input.activePointer.positionDown) > 150 && game.input.activePointer.duration > 100 && game.input.activePointer.duration < 250);} Link to comment Share on other sites More sharing options...
bLind17 Posted July 23, 2014 Share Posted July 23, 2014 Hi! Thanks for the help so far. Now I'm wondering if there is some way to get a hold-event on a sprite?Just like game.input.onHold.add - I need a longpress listener for sprites.Is there something already there, or an easy way to do this? cheers bLind Link to comment Share on other sites More sharing options...
TNelson Posted December 19, 2014 Share Posted December 19, 2014 Tremendously helpful convo guys! It helped me to implement multitouch on my game menu, and also as a controller for my mobile game--I am converting a game from desktop to mobile. How do you get the coordinates of the touch? Link to comment Share on other sites More sharing options...
goyeneche Posted August 4, 2015 Share Posted August 4, 2015 Is there any way to make active the previous pointer?This is my situation, in my game you move the character by tapping in the screen and holding, but you can also fire by tapping in a button on the screen. When you hold the fire button, the movement is disabled because the last pointer is in the fire button now.I want to make active the previous pointer when you tap the fire button to prevent disable the movement (so if the user hold fire like 100ms, this will not affect the movement.) I try to save game.input.activePointer in a var and then asign it again but it seems not to work. Link to comment Share on other sites More sharing options...
staff0rd Posted January 13, 2016 Share Posted January 13, 2016 On 23/10/2013 at 9:42 PM, rich said: Here's a brief explanation of how the Pointers are set-up: game.input.mousePointer always references the mouse (if present on the device). If you know you only need to query the mouse it's safe to use this. game.input.activePointer is a reference to the most recently active pointer object. By 'active' we mean the one that created the most recent event on the device. On a non-Surface desktop this will be the mouse. On an iPhone for example it will be the most recent finger active on the screen. The game.input.pointer1 through to pointer10 objects are for multi-touch systems. By default Phaser will start 2 of them (allowing for 2-finger games). If you want more you can start up the others too. Pointers are issued sequentially as each new finger is pressed on the screen. So if you press down 3 fingers then pointer1, 2 and 3 will become active. If you then remove the 2nd finger you placed down pointer2 will become inactive, but pointers 1 and 3 will remain active. If you put another finger down it will fill-in the gap and become pointer2 again. game.input.x/y = the most recently active pointer coordinates. You can listen to game.input events too, for example: game.input.onDown.add(doSomething, this);function doSomething(pointer) { // pointer will contain the pointer that activated this event} You can listen for "onDown", "onUp", "onTap" and "onHold". That's a very clear explanation that deserves to be somewhere in the docs. illscode 1 Link to comment Share on other sites More sharing options...
onmyown Posted January 23, 2016 Share Posted January 23, 2016 On 2/15/2014 at 11:38 AM, rumdumdum said: @acott I made the following change to make ti work with the example game: if (game.input.pointer1.isDown){ if (Math.floor(game.input.x/(game.width/2)) === LEFT) { // Move to the left player.body.velocity.x = 150; player.animations.play('right'); } if (Math.floor(game.input.x/(game.width/2)) === RIGHT) { // Move to the right player.body.velocity.x = -150; player.animations.play('left'); } }else{ // Stand still player.animations.stop(); player.frame = 4; } Sorry to bump, but when I do this, I get LEFT as undefined. What its the proper thing to fix it? Thank you! Link to comment Share on other sites More sharing options...
staff0rd Posted January 26, 2016 Share Posted January 26, 2016 On 23/01/2016 at 9:04 AM, onmyown said: Sorry to bump, but when I do this, I get LEFT as undefined. What its the proper thing to fix it? Thank you! A couple of posts up from that example you can see those variables being declared and set; var RIGHT = 0, LEFT = 1; Link to comment Share on other sites More sharing options...
Kresent Posted March 11, 2016 Share Posted March 11, 2016 Is there a way to implement dragging in box2d? I see only the method game.physics.box2d.mouseDragStart(game.input.mousePointer); but what about touch drag? Link to comment Share on other sites More sharing options...
tidelake Posted April 15, 2016 Share Posted April 15, 2016 Hi, I'm working to emulate multitouch on my laptop trackpad. On my laptop, I want to skip this condition if another tap occurs on the screen. I'm confused. var holding_down = game.input.activePointer.isDown; if (holding_down && game.input.pointer2.isUp) { cue.aiming = true; } Link to comment Share on other sites More sharing options...
MarzSocks Posted August 1, 2017 Share Posted August 1, 2017 On 10/23/2013 at 6:18 AM, Arlefreak said: I had this problem to ! and after a day searching on the examples multi touch one give me the answer ( too late to read your answaer Rich :C ) if (game.input.pointer1.isDown) That should do it Thank you , this worked for me, but why is it pointer1 one? Is touch, always pointer1 & and why does activePointer not work? Link to comment Share on other sites More sharing options...
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