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For touch/activepointer, is there a onDown (which runs just once) instead of isDown (which runs 60 times)? Couldn't find in docs


tonky
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        if((game.input.activePointer.isDown && game.input.activePointer.x < game.width/2))
        {
            console.log('left');
        }

On tap, the above runs 60 times a second. Instead, I only want it to run just once onDown and ideally, again on onUp. Just like we can do with keys.

        leftKey = game.input.keyboard.addKey(Phaser.Keyboard.LEFT);
        leftKey.onDown.add(addHookLeft, this);
        leftKey.onUp.add(removeHookLeft, this);

 

 

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1 minute ago, drhayes said:

It look like you're making screen controls, right? What if you made big, invisible sprites and then used their "events.onInputDown"?

yes screen (as well as keyboard). Hmmm, thats a good idea. I just hoped phaser had something built-in for this. thank u sir 

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Hi, you can add callbacks for mouse down, drag and mouse up:

            // Set up handlers for mouse events
            this.game.input.onDown.add(this.mouseDown, this);
            this.game.input.addMoveCallback(this.mouseMove, this);
            this.game.input.onUp.add(this.mouseUp, this);

 

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2 minutes ago, Tom Atom said:

Hi, you can add callbacks for mouse down, drag and mouse up:


            // Set up handlers for mouse events
            this.game.input.onDown.add(this.mouseDown, this);
            this.game.input.addMoveCallback(this.mouseMove, this);
            this.game.input.onUp.add(this.mouseUp, this);

 

Tom, the thing is, in my game, I have the screen split into two, so if they press on the right side this happens and left side that happens. Activepointer gave me the option to check the pointer.x 

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On 06/05/2016 at 5:52 PM, Tom Atom said:

you can make your onDown handler like this:


        public mouseDown(pointer: Phaser.Pointer) {
               :
               :
        }

... and read from passed pointer whatever you need.

This works perfectly!! Thanks again! 

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