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Joel Martinez edited this page Jul 1, 2013 · 3 revisions

This feature has a dependency on jQuery

  • engineInstance.InputManager.mouse.y - the mouse's vertical position, relative to the canvas. coordinates begin at 0,0 in the top left.
  • engineInstance.InputManager.mouse.x - the mouse's horizontal position, relative to the canvas. coordinates begin at 0,0 in the top left.
  • engineInstance.InputManager.mouse.worldX - the mouse's horizontal position in world space
  • engineInstance.InputManager.mouse.worldY - the mouse's vertical position in world space (inverted Y)
  • engineInstance.InputManager.mouse.leftButton - will be true if the button is being held down
  • engineInstance.InputManager.mouse.rightButton - will be true if the button is being held down
  • engineInstance.InputManager.mouse.middleButton - will be true if the button is being held down

You can make a sprite follow the mouse by using:

game.ball.x = engineInstance.InputManager.mouse.worldX;
game.ball.y = engineInstance.InputManager.mouse.worldY;
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