Save mouse location then have a second value that updates
I'm using the Phaser engine, and I want to have a line be drawn on a click and hold event from the initial mouse position and have it constantly update to draw to the mouse position as it moves. My problem is that when i try to store the initial mouse position it keeps changing. This seems like a simple problem but i'm not very good with this stuff. Here is the code:
var unitLine;
if(game.input.activePointer.isDown)
const firstX = game.input.x;
const firstY = game.input.y;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
that firstX and firstY are changing even when i declare them as a const. Not sure what to do here.
javascript phaser-framework
add a comment |
I'm using the Phaser engine, and I want to have a line be drawn on a click and hold event from the initial mouse position and have it constantly update to draw to the mouse position as it moves. My problem is that when i try to store the initial mouse position it keeps changing. This seems like a simple problem but i'm not very good with this stuff. Here is the code:
var unitLine;
if(game.input.activePointer.isDown)
const firstX = game.input.x;
const firstY = game.input.y;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
that firstX and firstY are changing even when i declare them as a const. Not sure what to do here.
javascript phaser-framework
add a comment |
I'm using the Phaser engine, and I want to have a line be drawn on a click and hold event from the initial mouse position and have it constantly update to draw to the mouse position as it moves. My problem is that when i try to store the initial mouse position it keeps changing. This seems like a simple problem but i'm not very good with this stuff. Here is the code:
var unitLine;
if(game.input.activePointer.isDown)
const firstX = game.input.x;
const firstY = game.input.y;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
that firstX and firstY are changing even when i declare them as a const. Not sure what to do here.
javascript phaser-framework
I'm using the Phaser engine, and I want to have a line be drawn on a click and hold event from the initial mouse position and have it constantly update to draw to the mouse position as it moves. My problem is that when i try to store the initial mouse position it keeps changing. This seems like a simple problem but i'm not very good with this stuff. Here is the code:
var unitLine;
if(game.input.activePointer.isDown)
const firstX = game.input.x;
const firstY = game.input.y;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
that firstX and firstY are changing even when i declare them as a const. Not sure what to do here.
javascript phaser-framework
javascript phaser-framework
edited Nov 12 at 4:21
Alex Taylor
5,42521533
5,42521533
asked Nov 12 at 4:11
Ibrahim Fadel
708
708
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
The problem is that you're setting firstX
and firstY
whenever the mouse isDown
, so they're basically overwritten every frame that the mouse is down.
To get around this, try using Phaser's game.input.onDown
function:
var game = new Phaser.Game(500, 500, Phaser.CANVAS, 'test',
preload: preload,
create: create,
update: update
);
function preload()
let firstX;
let firstY;
function create()
game.input.onDown.add(function()
firstX = game.input.x;
firstY = game.input.y;
, this);
var unitLine;
function update()
if (game.input.activePointer.isDown)
unitLine = game.add.graphics(0, 0);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
<script src="https://github.com/photonstorm/phaser-ce/releases/download/v2.11.1/phaser.min.js"></script>
(Also, I had to change the 100, 100
to 0, 0
)
add a comment |
It's because you're declaring them in the statement, so the declaration is newly hit each time and the variables are created afresh.
Firsly, you need to create the variables outside of the statement.
And then, to fix your issue, I would use a bool to lock them in.
Something like this:
var unitLine;
var firstX;
var firstY;
var needToset_XY = true;
if(game.input.activePointer.isDown)
if(needToset_XY)
firstX = game.input.x;
firstY = game.input.y;
needToset_XY = false;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
This means the firstX and firstY values can't be changed after the first time.
If this is all in a game loop, you'll need to declare the top four variables outside of the loop, otherwise they'll renew themselves each time.
It's telling me that i cant assign the firstX and firstY because they are declared as const
– Ibrahim Fadel
Nov 12 at 4:36
Ah, yeah, makes sense. Declare them as var instead, no harm will be done
– Stuart Aitken
Nov 12 at 4:37
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
The problem is that you're setting firstX
and firstY
whenever the mouse isDown
, so they're basically overwritten every frame that the mouse is down.
To get around this, try using Phaser's game.input.onDown
function:
var game = new Phaser.Game(500, 500, Phaser.CANVAS, 'test',
preload: preload,
create: create,
update: update
);
function preload()
let firstX;
let firstY;
function create()
game.input.onDown.add(function()
firstX = game.input.x;
firstY = game.input.y;
, this);
var unitLine;
function update()
if (game.input.activePointer.isDown)
unitLine = game.add.graphics(0, 0);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
<script src="https://github.com/photonstorm/phaser-ce/releases/download/v2.11.1/phaser.min.js"></script>
(Also, I had to change the 100, 100
to 0, 0
)
add a comment |
The problem is that you're setting firstX
and firstY
whenever the mouse isDown
, so they're basically overwritten every frame that the mouse is down.
To get around this, try using Phaser's game.input.onDown
function:
var game = new Phaser.Game(500, 500, Phaser.CANVAS, 'test',
preload: preload,
create: create,
update: update
);
function preload()
let firstX;
let firstY;
function create()
game.input.onDown.add(function()
firstX = game.input.x;
firstY = game.input.y;
, this);
var unitLine;
function update()
if (game.input.activePointer.isDown)
unitLine = game.add.graphics(0, 0);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
<script src="https://github.com/photonstorm/phaser-ce/releases/download/v2.11.1/phaser.min.js"></script>
(Also, I had to change the 100, 100
to 0, 0
)
add a comment |
The problem is that you're setting firstX
and firstY
whenever the mouse isDown
, so they're basically overwritten every frame that the mouse is down.
To get around this, try using Phaser's game.input.onDown
function:
var game = new Phaser.Game(500, 500, Phaser.CANVAS, 'test',
preload: preload,
create: create,
update: update
);
function preload()
let firstX;
let firstY;
function create()
game.input.onDown.add(function()
firstX = game.input.x;
firstY = game.input.y;
, this);
var unitLine;
function update()
if (game.input.activePointer.isDown)
unitLine = game.add.graphics(0, 0);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
<script src="https://github.com/photonstorm/phaser-ce/releases/download/v2.11.1/phaser.min.js"></script>
(Also, I had to change the 100, 100
to 0, 0
)
The problem is that you're setting firstX
and firstY
whenever the mouse isDown
, so they're basically overwritten every frame that the mouse is down.
To get around this, try using Phaser's game.input.onDown
function:
var game = new Phaser.Game(500, 500, Phaser.CANVAS, 'test',
preload: preload,
create: create,
update: update
);
function preload()
let firstX;
let firstY;
function create()
game.input.onDown.add(function()
firstX = game.input.x;
firstY = game.input.y;
, this);
var unitLine;
function update()
if (game.input.activePointer.isDown)
unitLine = game.add.graphics(0, 0);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
<script src="https://github.com/photonstorm/phaser-ce/releases/download/v2.11.1/phaser.min.js"></script>
(Also, I had to change the 100, 100
to 0, 0
)
var game = new Phaser.Game(500, 500, Phaser.CANVAS, 'test',
preload: preload,
create: create,
update: update
);
function preload()
let firstX;
let firstY;
function create()
game.input.onDown.add(function()
firstX = game.input.x;
firstY = game.input.y;
, this);
var unitLine;
function update()
if (game.input.activePointer.isDown)
unitLine = game.add.graphics(0, 0);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
<script src="https://github.com/photonstorm/phaser-ce/releases/download/v2.11.1/phaser.min.js"></script>
var game = new Phaser.Game(500, 500, Phaser.CANVAS, 'test',
preload: preload,
create: create,
update: update
);
function preload()
let firstX;
let firstY;
function create()
game.input.onDown.add(function()
firstX = game.input.x;
firstY = game.input.y;
, this);
var unitLine;
function update()
if (game.input.activePointer.isDown)
unitLine = game.add.graphics(0, 0);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
<script src="https://github.com/photonstorm/phaser-ce/releases/download/v2.11.1/phaser.min.js"></script>
answered Nov 12 at 4:33
Davіd
3,59541635
3,59541635
add a comment |
add a comment |
It's because you're declaring them in the statement, so the declaration is newly hit each time and the variables are created afresh.
Firsly, you need to create the variables outside of the statement.
And then, to fix your issue, I would use a bool to lock them in.
Something like this:
var unitLine;
var firstX;
var firstY;
var needToset_XY = true;
if(game.input.activePointer.isDown)
if(needToset_XY)
firstX = game.input.x;
firstY = game.input.y;
needToset_XY = false;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
This means the firstX and firstY values can't be changed after the first time.
If this is all in a game loop, you'll need to declare the top four variables outside of the loop, otherwise they'll renew themselves each time.
It's telling me that i cant assign the firstX and firstY because they are declared as const
– Ibrahim Fadel
Nov 12 at 4:36
Ah, yeah, makes sense. Declare them as var instead, no harm will be done
– Stuart Aitken
Nov 12 at 4:37
add a comment |
It's because you're declaring them in the statement, so the declaration is newly hit each time and the variables are created afresh.
Firsly, you need to create the variables outside of the statement.
And then, to fix your issue, I would use a bool to lock them in.
Something like this:
var unitLine;
var firstX;
var firstY;
var needToset_XY = true;
if(game.input.activePointer.isDown)
if(needToset_XY)
firstX = game.input.x;
firstY = game.input.y;
needToset_XY = false;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
This means the firstX and firstY values can't be changed after the first time.
If this is all in a game loop, you'll need to declare the top four variables outside of the loop, otherwise they'll renew themselves each time.
It's telling me that i cant assign the firstX and firstY because they are declared as const
– Ibrahim Fadel
Nov 12 at 4:36
Ah, yeah, makes sense. Declare them as var instead, no harm will be done
– Stuart Aitken
Nov 12 at 4:37
add a comment |
It's because you're declaring them in the statement, so the declaration is newly hit each time and the variables are created afresh.
Firsly, you need to create the variables outside of the statement.
And then, to fix your issue, I would use a bool to lock them in.
Something like this:
var unitLine;
var firstX;
var firstY;
var needToset_XY = true;
if(game.input.activePointer.isDown)
if(needToset_XY)
firstX = game.input.x;
firstY = game.input.y;
needToset_XY = false;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
This means the firstX and firstY values can't be changed after the first time.
If this is all in a game loop, you'll need to declare the top four variables outside of the loop, otherwise they'll renew themselves each time.
It's because you're declaring them in the statement, so the declaration is newly hit each time and the variables are created afresh.
Firsly, you need to create the variables outside of the statement.
And then, to fix your issue, I would use a bool to lock them in.
Something like this:
var unitLine;
var firstX;
var firstY;
var needToset_XY = true;
if(game.input.activePointer.isDown)
if(needToset_XY)
firstX = game.input.x;
firstY = game.input.y;
needToset_XY = false;
unitLine = game.add.graphics(100, 100);
unitLine.beginFill(0xFF3300);
unitLine.lineStyle(10, 0xffd900, 1);
unitLine.moveTo(firstX, firstY);
unitLine.lineTo(game.input.x, game.input.y);
This means the firstX and firstY values can't be changed after the first time.
If this is all in a game loop, you'll need to declare the top four variables outside of the loop, otherwise they'll renew themselves each time.
edited Nov 12 at 4:43
answered Nov 12 at 4:31
Stuart Aitken
5810
5810
It's telling me that i cant assign the firstX and firstY because they are declared as const
– Ibrahim Fadel
Nov 12 at 4:36
Ah, yeah, makes sense. Declare them as var instead, no harm will be done
– Stuart Aitken
Nov 12 at 4:37
add a comment |
It's telling me that i cant assign the firstX and firstY because they are declared as const
– Ibrahim Fadel
Nov 12 at 4:36
Ah, yeah, makes sense. Declare them as var instead, no harm will be done
– Stuart Aitken
Nov 12 at 4:37
It's telling me that i cant assign the firstX and firstY because they are declared as const
– Ibrahim Fadel
Nov 12 at 4:36
It's telling me that i cant assign the firstX and firstY because they are declared as const
– Ibrahim Fadel
Nov 12 at 4:36
Ah, yeah, makes sense. Declare them as var instead, no harm will be done
– Stuart Aitken
Nov 12 at 4:37
Ah, yeah, makes sense. Declare them as var instead, no harm will be done
– Stuart Aitken
Nov 12 at 4:37
add a comment |
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