1 decade ago
by cody
Hey guys,
I'm having a little trouble getting a mouse click to register in mobile safari.
From what I've been reading that seems the way that most people are handling touch and swipe events is through something like:
// in main.js
ig.input.bind( ig.KEY.MOUSE1, 'canvasTouch' );
and then later checking with that action.
I'm getting the clicks to work when testing in the browser, but when I try with safari on iPhone I'm getting no feedback.
1 decade ago
by Arantor
I think you might need to use ig.input.bindTouch.
1 decade ago
by cody
I'm fooling around with bindTouch. It wouldn't let me use the canvas so I had to make an empty div over top and put the bindTouch on that. Is that normal?
Anyway, so I have the event firing but now I can't get the mouse position from ig.input.mouse anymore.
1 decade ago
by cody
...or rather I'm getting a position that isn't relevant to where I'm touching.
1 decade ago
by Arantor
So what do you get and what do you expect to get?
1 decade ago
by cody
I'm getting x and ys, that are not changing depending on where I touch. I expect the x value to change as I touch different points from left to right instead of the consistent values I am getting (which is 0,0) from ig.input.mouse.x and ig.input.mouse.y
1 decade ago
by cody
Ok, now I've figured out the source of the mouse clicks, etc, not registering.
//main.js
//what is applied to the canvas when it's mobile
c.style.webkitTransformOrigin = 'left top';
c.style.webkitTransform =
'scale3d(2,2, 0)' +
'';
This is the code from one of the demos. When I remove these transforms, my clicks work.
But, now I'm not exactly sure how I can scale this properly...
1 decade ago
by trifu
Hi Cody,
which line are you referring to? I'm having similar problems as you but I can't find the line in main.js you're talking about?
Thanks!
1 decade ago
by Arantor
Using AppMobi?
Might be best to ask on their forums...
1 decade ago
by cody
@Arantor:Nope, not using AppMobi. It was just part of the jumpnrun demo (if I remember properly).
@Trifu: This is the larger part of the main.js code. It's part of the commented out part in the if (ig.ua.mobile) section.
if( ig.ua.iPad ) {
ig.Sound.enabled = false;
ig.main('#canvas', MyGame, 60, 240, 160, 2);
} else if( ig.ua.mobile ) {
ig.Sound.enabled = false;
var width = 480;
var height = 320;
ig.main('#canvas', MyGame, 60, 480, 320, 1);
var c = ig.$('#canvas');
c.width = width;
c.height = height;
// var pr = 2;//ig.ua.pixelRatio;
// if( pr != 1 ) {
// //~ c.style.width = (width / pr) + 'px';
// //~ c.style.height = (height / pr) + 'px';
// c.style.webkitTransformOrigin = 'left top';
// c.style.webkitTransform =
// //~ 'translate3d('+(width / (4 * pr))+'px, '+(height / (4 * pr))+'px, 0)' +
// //~ 'scale3d('+pr+', '+pr+', 0)' +
// 'scale3d(2,2, 0)' +
// '';
// }
//~ ig.system.canvas.style.width = '320px';
//~ ig.system.canvas.style.height = '320px';
//~ ig.$('#body').style.height = '800px';
//~ 320
//~ 80 480 80 // div 320/1.5 = 213
//~ 160 640 160 // div 320/2 = 160
}
else {
ig.main('#canvas', MyGame, 60, 320, 240, 2);
}
});
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