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c4cc.
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2025-08-05 at 2:54 am #83503
c4cc
Customerduring scene loading, how to detect user input like mouseclicks? I’m trying to get variable puzzles’ values triggered for fullscreen even though scene is initially loading, via clicking on fullscreen html element
Meaning the puzzle variables’ values for small screen mode still apply when app is fullscreened via html element, during app initialization.
These only work after scene loads. How to get variable values for fullscreen to trigger before scene loads?
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This topic was modified 2 months, 1 week ago by
c4cc.
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2025-08-05 at 3:29 am #83505c4cc
CustomerExample: The fullscreen feature here still functions as intended when clicked on before the game is fully initialized.
I’m trying to get my fullscreen with puzzles to do the same.
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This reply was modified 2 months, 1 week ago by
c4cc.
FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e
2025-08-05 at 6:22 am #83507QiangGe
ParticipantThe fullscreen feature here still functions as intended when clicked on before the game is fully initialized.
Try this method **before** the scene or
app.container
is created. in Init tab
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This reply was modified 2 months, 1 week ago by
QiangGe.
2025-08-05 at 8:05 am #83515c4cc
CustomerThanks for trying to answer, but when this game’s: fullscreen html element is clicked on while loading, the game speeds recognizes fullscreen mode while loading, thus the game runs at that appropriate speed.
I’m trying to get my app to do the same when html fullscreen is clicked on before init is complete. So its variable puzzle values’ for fullscreen mode applies once fullscreen html element is clicked on during the initializing process.
FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e
2025-08-08 at 8:02 am #83551c4cc
CustomerCan anyone help me here please?
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2025-08-08 at 8:04 pm #83558kdv
ParticipantI’m trying to get variable puzzles’ values triggered for fullscreen even though scene is initially loading
variables used in the Init tab are not seen and can’t be used in other tabs.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-08-09 at 3:08 am #83559c4cc
CustomerAny way for puzzles to respond when user input for html element is clicked on during app initialization?
FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e
2025-08-09 at 4:05 am #83560QiangGe
ParticipantAny way for puzzles to respond when user input for html element is clicked on during app initialization?
As KDV mentioned, variables aren’t shared between the Init and Play stages.
We can simply move the fullscreen event puzzle from the first tab to the other tab, with one condition: the custom fullscreen element must not be placed in the parent document.
This way, you can trigger the fullscreen event during the Init stage, and once loading is complete, those variables will automatically update. There’s no need to modify them in the Init stage, because changing them early won’t have any effect before the game finishes loading.2025-08-09 at 1:40 pm #83565c4cc
Customer2025-08-09 at 3:21 pm #83566QiangGe
Participantbut what is Vv4D here?
Since we used the preloader puzzle, the default loading progress bar is no longer available.
So I added the simplest progress bar plugin puzzle. In the current example, this puzzle is already disabled, so you can consider it as if it’s not there—it won’t affect loading.Perhaps you haven’t used plugin puzzles before, so I’ve shared a set of free puzzle installation packages that include this puzzle. You can download and use them freely.
For installation instructions, you can check the documentation page and search for “Example Plugin.”2025-08-09 at 4:15 pm #83568c4cc
Customer2025-08-10 at 2:11 am #83693QiangGe
Participantsorry, I tried this but it didn’t work
The key is that you modified the variable, but I didn’t see you calling it,
The update can be triggered only when it is called. You can call it in the full screen event or in the animation cycle2025-08-10 at 3:33 am #83696c4cc
CustomerHow is the procedure puzzles in your example above relevant to calling puzzles? All it does is f12 print to console comments
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This reply was modified 2 months ago by
c4cc.
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This reply was modified 2 months ago by
c4cc.
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This reply was modified 2 months ago by
c4cc.
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This reply was modified 2 months ago by
c4cc.
FPS trialproduct 20.9.25 https://postimg.cc/gallery/LMM5vkQ/af43346e
2025-08-10 at 6:35 am #83765QiangGe
ParticipantHow is the procedure puzzles in your example above relevant to calling puzzles? All it does is f12 print to console comments
Using console.log is the easiest way to check things. When you toggle fullscreen mode, you can see how the variable values change.
Exactly how you use these variables in your project depends on your game’s setup. If possible, could you zip up the whole project and upload it somewhere like Google Drive? Then I can take a closer look and help figure out the missing pieces.
2025-08-10 at 7:53 am #83818c4cc
CustomerHold it, I’ll upload it asap
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