FIX: on a touch screen, the menu emote will not open if more than one pointer is used

This commit is contained in:
kharhamel 2021-06-02 15:35:20 +02:00
parent d9b5642078
commit b8ffe5038c
2 changed files with 6 additions and 8 deletions

View File

@ -28,13 +28,13 @@ export class MobileJoystick extends VirtualJoystick {
this.visible = false;
this.enable = false;
this.scene.input.on('pointerdown', (pointer: { x: number; y: number; wasTouch: boolean; event: TouchEvent }) => {
this.scene.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
if (!pointer.wasTouch) {
return;
}
// Let's only display the joystick if there is one finger on the screen
if (pointer.event.touches.length === 1) {
if ((pointer.event as TouchEvent).touches.length === 1) {
this.x = pointer.x;
this.y = pointer.y;
this.visible = true;

View File

@ -228,11 +228,6 @@ export class GameScene extends DirtyScene implements CenterListener {
this.load.image(joystickBaseKey, joystickBaseImg);
this.load.image(joystickThumbKey, joystickThumbImg);
}
//todo: in an emote manager.
this.load.spritesheet('emote-music', 'resources/emotes/pipo-popupemotes005.png', {
frameHeight: 32,
frameWidth: 32,
});
this.load.on(FILE_LOAD_ERROR, (file: {src: string}) => {
// If we happen to be in HTTP and we are trying to load a URL in HTTPS only... (this happens only in dev environments)
if (window.location.protocol === 'http:' && file.src === this.MapUrlFile && file.src.startsWith('http:') && this.originalMapUrl === undefined) {
@ -1156,7 +1151,10 @@ ${escapedMessage}
this.companion,
this.companion !== null ? lazyLoadCompanionResource(this.load, this.companion) : undefined
);
this.CurrentPlayer.on('pointerdown', () => {
this.CurrentPlayer.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
if (pointer.wasTouch && (pointer.event as TouchEvent).touches.length > 1) {
return; //we don't want the menu to open when pinching on a touch screen.
}
this.emoteManager.getMenuImages().then((emoteMenuElements) => this.CurrentPlayer.openOrCloseEmoteMenu(emoteMenuElements))
})
this.CurrentPlayer.on(requestEmoteEventName, (emoteKey: string) => {