Open takhimi opened 11 years ago
same for me. did you manage to solve the problem?
wilk do this afternoon. a byg must have been introduced. sorry about that.
same for me. did you manage to solve the problem?
— Reply to this email directly or view it on GitHubhttps://github.com/hyperandroid/CAAT/issues/144#issuecomment-18119624 .
I don't know if this is related, but when using touch input the button reacts (executes the associated function) but does not get depressed. I mean, there's no visual feedback on a button click. I know that using touch a "hover" functionality like when using a mouse is not possible, but at least a feedback on a successful "click" would be nice.
Was this functionality present before and is the absence of it related to this bug, or should we add this functionality ourselves?
Hi Ive tested some of your sample but it does not work with cocoonjs ? when I touch the button , cocoonjs will return error touchstart node.ownerdocument [undefined].
This is my codes. (basically I just use ur demo and mixed it up with actor as button). When click with mouse it is working but when I zip it and put into cocoonjs it wont work....
window.addEventListener('load', function(){ CAAT.Module.Initialization.Template.init(800,500,"_c1", [ {id:"botones",url:"images/botones.png"} ],_scene1 );
}, false);
function createNumber(director, n, color) { var actor = new CAAT.Foundation.UI.TextActor(). setFont("140px Lucida-sans"). setText("Scene " + n). calcTextSize(director). setAlign("center"). setTextFillStyle(color). setOutline(true). cacheAsBitmap(). enableEvents(false). addBehavior( new CAAT.Behavior.RotateBehavior(). setFrameTime(0, 20000). setValues(0, 2 * Math.PI). setCycle(true));
}
function createButton(director, rotated) { var actor = new CAAT.Foundation.Actor(). setSize(60, 60). centerAt(director.width - 40, director.height - 40);
}
function createPattern(director, color) { var actor = new CAAT.Foundation.Actor(). setSize(director.width, director.height). enableEvents(false); actor.paint = function (director, time) {
}
function _scene1(director) { var ci= new CAAT.Foundation.SpriteImage().initialize( director.getImage('botones'), 7, 3 );
}