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https://github.com/wassname/phaser.git
synced 2026-07-03 17:10:40 +08:00
Updated the Gruntfile. Also:
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.
This commit is contained in:
+19
-7
@@ -5,11 +5,13 @@ function preload() {
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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game.load.image('ball', 'assets/sprites/wizball.png');
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game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');
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}
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var image;
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var image2;
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var jellyfish;
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var down;
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var p;
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@@ -18,7 +20,6 @@ var c;
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function create() {
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image = game.add.image(200, 200, 'mushroom');
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image2 = game.add.image(400, 200, 'ball');
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// image.rotation = 0.8;
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@@ -39,9 +40,18 @@ function create() {
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image2.events.onInputOut.add(out, this);
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// game.input.mouse.mouseDownCallback = onMouseDown;
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// game.input.mouse.mouseUpCallback = onMouseUp;
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// game.input.mouse.mouseMoveCallback = onMouseMove;
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jellyfish = game.add.sprite(500, 450, 'seacreatures', 'octopus0000');
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jellyfish.inputEnabled = true;
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jellyfish.anchor.set(0.5);
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// jellyfish.pivot.set(jellyfish.width / 2, jellyfish.height / 2);
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jellyfish.angle = 60;
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jellyfish.scale.set(2);
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jellyfish.input.pixelPerfectClick = true;
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jellyfish.events.onInputDown.add(clicked, this);
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jellyfish.events.onInputOver.add(over, this);
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jellyfish.events.onInputOut.add(out, this);
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}
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@@ -72,10 +82,12 @@ function render() {
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// var p = game.input.getLocalPosition(image);
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// var p = game.input.getLocalPosition(image2);
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var p = game.input.getLocalPosition(jellyfish, game.input.activePointer);
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// game.debug.renderPointInfo(p, 32, 32);
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// game.debug.renderPoint(p);
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game.debug.renderCircle(image2.hitArea);
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game.debug.renderPointInfo(p, 32, 32);
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game.debug.renderPoint(p);
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game.debug.renderText();
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// game.debug.renderCircle(image2.hitArea);
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}
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