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Tap delay on mobile


Chupup Games
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Hi,

 

my phaser game works great on desktop browsers but is impossible to play on mobile (safari) because

there 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?

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  • 2 months later...

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".

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