Input Interactivity with Sprite Origins
Demonstrates how setting different origin points on interactive Sprites affects their hit detection and mouse hover areas.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('eye', 'assets/pics/lance-overdose-loader-eye.png');
}
create ()
{
this.add.sprite(100, 100, 'eye').setInteractive().setOrigin(0);
this.add.sprite(300, 100, 'eye').setInteractive().setOrigin(0.5, 0);
this.add.sprite(600, 100, 'eye').setInteractive().setOrigin(1, 0);
this.add.sprite(200, 400, 'eye').setInteractive().setOrigin(1, 1);
this.add.sprite(400, 400, 'eye').setInteractive().setOrigin(1, 0.2);
this.add.sprite(600, 400, 'eye').setInteractive().setOrigin(0.6, 0.4);
this.input.on('gameobjectover', (pointer, gameObject) =>
{
gameObject.setTint(0xff0000);
});
this.input.on('gameobjectout', (pointer, gameObject) =>
{
gameObject.clearTint();
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
parent: 'game-container',
width: 800,
height: 600,
scene: Example
};
const game = new Phaser.Game(config);