This content originally appeared on flaviocopes.com and was authored by flaviocopes.com
This post is part of a Phaser series. Click here to see the first post of the series.
Any GameObject can be made interactive.
To do so, we must call the setInteractive()
method on it:
text = this.add.text(100, 100, 'test')
text.setInteractive()
Once a GameObject is interactive, it can listen for events.
This is done using the on()
method. We pass an event name, and a callback function that’s executed when the event occurs:
text.on('pointerup', function () {})
pointerup
is just one of the mouse events we can listen for. We also have:
pointerdown
pointerdownoutside
pointerup
pointerupoutside
pointermove
pointerover
pointerout
wheel
This is just the beginning. We have many advanced mouse (and touch events) controls at our disposal.
gameobjectdown
is a more general event that is fired when any interactive element is clicked, and it’s not fired on an object, but on this.input
:
this.input.on('gameobjectdown', () => {})
This content originally appeared on flaviocopes.com and was authored by flaviocopes.com

flaviocopes.com | Sciencx (2021-04-19T05:00:00+00:00) Phaser: Mouse input. Retrieved from https://www.scien.cx/2021/04/19/phaser-mouse-input/
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