Chupup Games Posted March 25, 2014 Share Posted March 25, 2014 Hi, my phaser game works great on desktop browsers but is impossible to play on mobile (safari) becausethere is a tap delay that makes the player always die, before he has a chance to react. How you guys deal with this delays on mobile devices when using phaser for arcade games?Any advice? Link to comment Share on other sites More sharing options...
rich Posted March 25, 2014 Share Posted March 25, 2014 Begs the question - what code are you using to detect taps? Link to comment Share on other sites More sharing options...
Chupup Games Posted March 25, 2014 Author Share Posted March 25, 2014 I use this for example:this.input.onTap.add(this.jumpPlayer, this); Link to comment Share on other sites More sharing options...
Chupup Games Posted March 25, 2014 Author Share Posted March 25, 2014 In the meantime i use the fastclick polyfill, which seems to help https://github.com/ftlabs/fastclick markergreen 1 Link to comment Share on other sites More sharing options...
jouniii Posted May 28, 2014 Share Posted May 28, 2014 Is there a bug, or is it incorrectly documented feature, on the onTap and tapRate? Right now I see code (Phaser 2.0.4) about: if (this.duration >= 0 && this.duration <= this.game.input.tapRate) Which basically makes the taps to be ignored if it's not happening within tapRate ms. I would assume it should be if (this.duration >= this.game.input.tapRate) instead if it would be the documented "tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.". With current implementation it acts more like "ignore taps unless tap happens faster than tapRate". Link to comment Share on other sites More sharing options...
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