piotr409 Posted January 12, 2014 Share Posted January 12, 2014 if (game.input.mousePointer.isDown) {if (playerPower < maxPlayerPower)playerPower++;onMove = 1;} else if ((onMove == 1) && (game.input.mousePointer.isUp)) {onMove = 2;sprite.body.velocity.y += Math.round(Math.sin(sprite.rotation + 1 / 2 * Math.PI) * 1000) / 1000 * (-playerPower);sprite.body.velocity.x += Math.round(Math.cos(sprite.rotation + 1 / 2 * Math.PI) * 1000) / 1000 * (-playerPower);}Works on Chrome, doesn't on Internet Explorer 11. Maybe there is different method to use for IE?I'm using dev branch. Test live here : http://japiotr.pl/gravity-test/ Link to comment Share on other sites More sharing options...
rich Posted January 12, 2014 Share Posted January 12, 2014 Although your demo doesn't work in IE11, all of the Input Examples showing things like mouse drag, multi-touch, etc, work fine. So it might be worth comparing how you're approaching it to how those handle it. Link to comment Share on other sites More sharing options...
G3n3ralTao Posted October 7, 2014 Share Posted October 7, 2014 I came around the same problem on Internet Explorer 11. m_game.input.mouse.onMouseDown = onMouseDown;If I use the game input like this, nothing happen.The demo "follow mouse" isn't working either. (http://examples.phaser.io/_site/view_full.html?d=input&f=follow+mouse.js&t=follow mouse) Link to comment Share on other sites More sharing options...
FSDaniel Posted October 29, 2014 Share Posted October 29, 2014 @G3n3ralTao:The issue seems to be that the click is not reported as a MouseEvent by IE11, but as a PointerEvent. Those seem to be handled by game.input.pointer1 instead of input.mousePointer. While the the mouse button is down, movement is reported by a PointerEvent as well. Using input.ActivePointer instead of input.mousePointer fixed the problem for me. Link to comment Share on other sites More sharing options...
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