mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 06:12:53 +00:00
da878b2181
InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!) InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object. Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
93 lines
2 KiB
JavaScript
93 lines
2 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
|
|
|
function preload() {
|
|
|
|
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
|
|
game.load.image('ball', 'assets/sprites/wizball.png');
|
|
game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');
|
|
|
|
}
|
|
|
|
var image;
|
|
var image2;
|
|
var jellyfish;
|
|
|
|
var down;
|
|
var p;
|
|
var c;
|
|
|
|
function create() {
|
|
|
|
image = game.add.image(200, 200, 'mushroom');
|
|
image2 = game.add.image(400, 200, 'ball');
|
|
|
|
// image.rotation = 0.8;
|
|
|
|
image.inputEnabled = true;
|
|
|
|
image.events.onInputDown.add(clicked, this);
|
|
image.events.onInputOver.add(over, this);
|
|
image.events.onInputOut.add(out, this);
|
|
|
|
|
|
|
|
image2.hitArea = new Phaser.Circle(image2.width / 2, image2.height / 2, 90);
|
|
image2.inputEnabled = true;
|
|
|
|
image2.events.onInputDown.add(clicked, this);
|
|
image2.events.onInputOver.add(over, this);
|
|
image2.events.onInputOut.add(out, this);
|
|
|
|
|
|
|
|
jellyfish = game.add.sprite(500, 450, 'seacreatures', 'octopus0000');
|
|
jellyfish.inputEnabled = true;
|
|
jellyfish.anchor.set(0.5);
|
|
// jellyfish.pivot.set(jellyfish.width / 2, jellyfish.height / 2);
|
|
jellyfish.angle = 60;
|
|
jellyfish.scale.set(2);
|
|
jellyfish.input.pixelPerfectClick = true;
|
|
|
|
jellyfish.events.onInputDown.add(clicked, this);
|
|
jellyfish.events.onInputOver.add(over, this);
|
|
jellyfish.events.onInputOut.add(out, this);
|
|
|
|
}
|
|
|
|
function over(object, pointer) {
|
|
|
|
object.alpha = 0.5;
|
|
|
|
}
|
|
|
|
function out(object, pointer) {
|
|
|
|
object.alpha = 1;
|
|
|
|
}
|
|
|
|
function clicked(object, pointer) {
|
|
|
|
console.log('boom');
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
// var p = game.input.getLocalPosition(image);
|
|
// var p = game.input.getLocalPosition(image2);
|
|
var p = game.input.getLocalPosition(jellyfish, game.input.activePointer);
|
|
|
|
|
|
game.debug.renderPointInfo(p, 32, 32);
|
|
game.debug.renderPoint(p);
|
|
game.debug.renderText();
|
|
// game.debug.renderCircle(image2.hitArea);
|
|
|
|
}
|