altergo Posted June 14, 2014 Share Posted June 14, 2014 I have the problem with the buttons even in CANVAS mode. Here is my game var game = new Phaser.Game(width,height, Phaser.CANVAS, 'game'); And the buttons for (var i = 0; i < 6; i++) { if(i%2==0) { this.button = this.add.button((25+90*i), (600), 'buttons', this.actionOnClick, this, 0); // this.button.anchor.setTo(-0.8, 0); } else { this.button = this.add.button((25+90*(i-1)), (785), 'buttons', this.actionOnClick, this, 0); } this.ans_text = this.add.bitmapText(60, -55, 'kuku', this.ans_style, 65); // bmpText = this.add.bitmapText this.button.addChild(this.ans_text); this.all_buttons.add(this.button); } And the Listener // what happens when i click the button actionOnClick: function (button) { var log; if(button.value==this.char_bubble.char_trans) { // right blocksound.play(); button.frame=1;} Nothing happens. I tried to switch of OpenGL on Cocoonjs launcher I use Cocoonjs 2.0.1 and phaser 2.0.4 Any suggestions? Link to comment Share on other sites More sharing options...
valueerror Posted June 15, 2014 Share Posted June 15, 2014 well my buttons work very well with cocoonjs and canvas but i did a little trick i learned here in the forum.. maybe it can help you too.. i edited the phaser source... forcing canvas is wasn't enough to solve all the problems i had with cocoonjs - i needed to edit one line: https://github.com/photonstorm/phaser/blob/dev/src/system/Device.js#L457 instead of this line: this.webGL = ( function () { try { var canvas = docu.......write :this.webGL = false;i did this and suddenly all problems were gone.. my background images were loading, sounds were there, tilemap layers were there, no sprites suddenly disappear ... and .. my buttons worked.. i used cocoonjs 2.0.0 and phaser 2.0.5 altergo 1 Link to comment Share on other sites More sharing options...
j0hnskot Posted June 15, 2014 Share Posted June 15, 2014 If this doesn't work, try removing the anchor from your buttons. Link to comment Share on other sites More sharing options...
valueerror Posted June 15, 2014 Share Posted June 15, 2014 oh.. that tip with the anchor is interesting.. i forgot to mention that i had to remove the anchor attribute from all my texts -- otherwise they couldn't be positioned properly (no probs in the desktop browser but then in canvas+ they were gone) Link to comment Share on other sites More sharing options...
joshgerdes Posted January 15, 2015 Share Posted January 15, 2015 Would anybody be kind enough to post a simple example of how to setup a button that works in the current version of phaser & cocoonJS (canvas+ mode)? Or point out what I'm doing wrong in the example below? Here's what I have for a button that does not work in canvas+ mode on the iOS testing app (using phaser v2.2.2 & cocoonJS v2.1.1.1):var button = this.game.add.button(this.game.world.centerX - 100, 215, 'assets', null, this, 'button_play_02.png', 'button_play_01.png', 'button_play_02.png', 'button_play_01.png');button.inputEnabled = true;button.fixedToCamera = true;button.smoothed = false;button.events.onInputOut.add(function() { console.log('button event onInputOut');}, this);button.events.onInputDown.add(function() { console.log('button event onInputDown');}, this); joshgerdes 1 Link to comment Share on other sites More sharing options...
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