1 decade ago by dmen
I have a game that is complete, built for MS Surface. It plays great on surface aside from an issue I'm having with mouse events not working properly. I have successive entity screens with a NEXT button in the same location on each.
I bind the mouse with specific names to avoid successive presses... it just doesn't work on surface.
For example in the first entity I do:
ig.input.bind(ig.KEY.MOUSE1, 'avatar1');
and then check like:
if (ig.input.pressed('avatar1')) {
check mouse coords in here...
Then I swap entities and do like:
ig.input.bind(ig.KEY.MOUSE1, 'avatar2');
Works find in standard Win8 but on the surface I press down in the first entity... entity swaps... and then when you release the mouse I get a press in entity 2.
What to do? I really don't want to have to switch button positions to eliminate the problem.
I bind the mouse with specific names to avoid successive presses... it just doesn't work on surface.
For example in the first entity I do:
ig.input.bind(ig.KEY.MOUSE1, 'avatar1');
and then check like:
if (ig.input.pressed('avatar1')) {
check mouse coords in here...
Then I swap entities and do like:
ig.input.bind(ig.KEY.MOUSE1, 'avatar2');
Works find in standard Win8 but on the surface I press down in the first entity... entity swaps... and then when you release the mouse I get a press in entity 2.
What to do? I really don't want to have to switch button positions to eliminate the problem.