Reputation: 560
Trying to fire events when hovering over Graphics element. click event works as expected, but mouseover does not seem to fire.
Here's excerpt with fiddlejs link:
var renderer = PIXI.autoDetectRenderer(500, 500, null, true);
var stage = new PIXI.Stage(0xFFFFFF);
stage.interactive = true;
document.getElementById("canvas").appendChild(renderer.view);
var rect = new PIXI.Graphics();
rect.lineStyle(1, 0x000);
rect.interactive = true;
rect.hitArea = new PIXI.Rectangle(0,0, 200, 200);
rect.drawRect(0,0, 200,200);
rect.click = function(ev) { console.log("clicked"); }
rect.mouseover = function(ev) { console.log("over"); }
stage.addChild(rect);
renderer.render(stage);
FiddleJS link: http://jsfiddle.net/anps0abt/
Maybe I should use sprites instead of Graphics elements?
Thanks!
Upvotes: 3
Views: 7319
Reputation: 3190
PIXI.InteractionManager handles mouseover and mouseout events in its update() function. You need to continuously update the renderer each frame in order to get a response from those events
var renderer = PIXI.autoDetectRenderer(500, 500, null, true);
var stage = new PIXI.Stage(0xFFFFFF);
stage.interactive = true;
document.getElementById("canvas").appendChild(renderer.view);
var rect = new PIXI.Graphics();
rect.lineStyle(1, 0x000);
rect.interactive = true;
rect.hitArea = new PIXI.Rectangle(0,0, 200, 200);
rect.drawRect(0,0, 200,200);
rect.click = function(ev) { console.log("clicked"); }
rect.mouseover = function(ev) { console.log("over"); }
stage.addChild(rect);
update();
function update(){
requestAnimFrame(update);
renderer.render(stage);
};
http://jsfiddle.net/anps0abt/3/
Upvotes: 7