Search found 5 matches
- Wed May 04, 2016 8:17 pm
- Forum: Support and Development
- Topic: Non-rectangular buttons
- Replies: 9
- Views: 9237
Re: Non-rectangular buttons
This all being said... whenever I see hotspots/buttons/ui interaction implemented this way in a game or program it tears me up. I feel like, as a user, I shouldn't have to aim directly onto the button I want to click, I should just have to be close. Think about it like this: Imagine if in order to ...
- Sun May 01, 2016 2:53 pm
- Forum: Support and Development
- Topic: Non-rectangular buttons
- Replies: 9
- Views: 9237
Re: Non-rectangular buttons
https://love2d.org/wiki/ImageData:getPixel Get the image you're pointing to and check the alpha-component of the pixel where your mouse is pointing in that image. It totally works, I've used it for an adventure-type game (that I didn't finish). And as @rhughes suggests, you need to keep track of wh...
- Sun May 01, 2016 6:03 am
- Forum: Support and Development
- Topic: Non-rectangular buttons
- Replies: 9
- Views: 9237
Re: Non-rectangular buttons
Here's what I would do. First, I would have every object set up as a rectangle. When the mouse is at a certain position, I would get all the objects that I could be pointing at by testing to see if the cursor is in the rectangle. I would then sort these objects by their depth. Next, I would test th...
- Sun May 01, 2016 12:29 am
- Forum: Support and Development
- Topic: Non-rectangular buttons
- Replies: 9
- Views: 9237
Non-rectangular buttons
What I am attempting to do is make it so you can interact with an object when the mouse is over its image. For example, if there was a saw in the map, when a player put their mouse over it it would display "saw" and they could interact with it by clicking on it. This would be quite easy to...
- Fri Apr 08, 2016 6:55 pm
- Forum: Support and Development
- Topic: Avoiding Dropped Input
- Replies: 6
- Views: 4855
Avoiding Dropped Input
I was wondering what I should do in order to avoid input being dropped. Through testing, I realized that love.keyboard.isDown(key) would only return true if key was down when update() for that frame was running. Wanting to be able to get a true value even if a key is pressed and released quickly bet...