I'm having problems, trying to display the mouse position x/y when they click on an image, im using one of the click on and image example that phaser provides.
here is the code
var game = new Phaser.Game(800, 500, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
var text;
var counter = 0;
function preload () {
// You can fill the preloader with as many assets as your game requires
// Here we are loading an image. The first parameter is the unique
// string by which we'll identify the image later in our code.
// The second parameter is the URL of the image (relative)
game.load.image('Happy-face', 'happy.png');
}
function create() {
// This creates a simple sprite that is using our loaded image and
// displays it on-screen and assign it to a variable
var image = game.add.sprite(game.world.centerX, game.world.centerY, 'Happy-face');
// Moves the image anchor to the middle, so it centers inside the game properly
image.anchor.set(0.5);
// Enables all kind of input actions on this image (click, etc)
image.inputEnabled = true;
this.position = new Phaser.Point();
text = game.add.text(250, 16, '', { fill: '#ffffff' });
image.events.onInputDown.add(listener, this);
}
function listener () {
counter++;
text.text = "Position x/y " + counter + "!";
}
if you want x and y position o f input
game.input.x;
game.input.y;
if you want for mouse specifically
game.input.mousePointer.x;
game.input.mousePointer.y;
the listener function will be like
function listener () {
counter++;
text.text = game.input.mousePointer.x +"/"+game.input.mousePointer.y + counter + "!";
}
Just to add that the listener
function will be sent 2 parameters: sprite and pointer. So you can do:
function listener (sprite, pointer) {
var x = pointer.x;
var y = pointer.y;
...
}
This will be the most accurate method to use as it accounts for multi-touch devices, where-as accessing input.x/y directly doesn't, it only contains the most recent touch event coordinates (which in a mouse only environment is fine, but not anywhere else).
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