Fixed the world drag issue across Sprite and Button.

This commit is contained in:
Richard Davey
2013-08-06 04:34:52 +01:00
parent a7873a3b74
commit 77cc3858d9
12 changed files with 83 additions and 133 deletions
+5 -9
View File
@@ -4,19 +4,16 @@
function init() {
game.world.setSize(1920, 1200, true);
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('melon', 'assets/sprites/melon.png');
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.start();
}
var test;
function create() {
game.add.sprite(0, 0, 'backdrop');
for(var i = 0; i < 1; i++) {
//var sprite: Phaser.Sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
//sprite.input.start(i, false, true);
//sprite.input.enableDrag();
test = game.add.sprite(700, 200, 'melon');
test.input.start(i, false, true);
test.input.enableDrag();
for(var i = 0; i < 50; i++) {
var sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'diamond');
sprite.input.start(i, false, true);
sprite.input.enableDrag();
}
}
function update() {
@@ -33,7 +30,6 @@
}
function render() {
game.camera.renderDebugInfo(32, 32);
Phaser.DebugUtils.renderSpriteInfo(test, 32, 200);
game.input.renderDebugInfo(300, 200);
}
})();
+5 -13
View File
@@ -9,7 +9,7 @@
game.world.setSize(1920, 1200, true);
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('melon', 'assets/sprites/melon.png');
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.start();
@@ -21,17 +21,11 @@
game.add.sprite(0, 0, 'backdrop');
for (var i = 0; i < 1; i++)
for (var i = 0; i < 50; i++)
{
//var sprite: Phaser.Sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
//sprite.input.start(i, false, true);
//sprite.input.enableDrag();
test = game.add.sprite(700, 200, 'melon');
test.input.start(i, false, true);
test.input.enableDrag();
var sprite: Phaser.Sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'diamond');
sprite.input.start(i, false, true);
sprite.input.enableDrag();
}
}
@@ -62,8 +56,6 @@
game.camera.renderDebugInfo(32, 32);
Phaser.DebugUtils.renderSpriteInfo(test, 32, 200);
game.input.renderDebugInfo(300, 200);
}