Instead of writing a reply to heartmonster's question, I decided to write a tutorial. As you might guess, it covers my method of making objects draggable with the mouse. So, without further ado, here's the link:
Mouse Dragging in Love2D
Mouse Dragging in Love2D (Tutorials)
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- BlackBulletIV
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Re: Mouse Dragging in Love2D (Tutorials)
Great work man! The concept was sort of hard for me to grasp before, being new to LOVE and Lua, but you really cleared it up; thanks man!
- BlackBulletIV
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Re: Mouse Dragging in Love2D (Tutorials)
Thanks for your feedback! Also, welcome to the forums.
- heartmonster
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Re: Mouse Dragging in Love2D (Tutorials)
First of all, THANK YOU! So, so helpful. Kind of a mixture between what I could figure out and what I definitely couldn't figure out on my own. But this is such a simple issue that I'm really surprised such a tutorial didn't already exist, and I'm grateful you could provide.BlackBulletIV wrote:Instead of writing a reply to heartmonster's question, I decided to write a tutorial. As you might guess, it covers my method of making objects draggable with the mouse. So, without further ado, here's the link:
Mouse Dragging in Love2D
One further question though: What would I do if I wanted to be able to drag several different objects? For example--
If I were to establish this in love.load:
Code: Select all
objects = {}
for i = 1, 5 do
object.x = #
object.y = #
object.height = #
object.width = #
How do I make the drag thing work for all five? Or all whatever number? Thanks!!!
- BlackBulletIV
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Re: Mouse Dragging in Love2D (Tutorials)
Glad to be of help.
You could wrap the code relating to dragging in love.update, love.mousepressed, love.mousereleased inside of a loop which iterates through all the objects. You could then execute the code on the current object in the iteration. An example:
Again, there are many ways to do this, but this way will (theoretically - I haven't tested it) work fine with the tutorial's example.
You could wrap the code relating to dragging in love.update, love.mousepressed, love.mousereleased inside of a loop which iterates through all the objects. You could then execute the code on the current object in the iteration. An example:
Code: Select all
function love.update(dt)
for _, v in pairs(objects) do
if v.dragging.active then
v.x = love.mouse.getX() - v.dragging.diffX
v.y = love.mouse.getY() - v.dragging.diffY
end
end
end
- heartmonster
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Re: Mouse Dragging in Love2D (Tutorials)
Gah! That is exactly what I have been doing. (Or so I think... being new to this, I could be making an incredibly stupid mistake without realizing it...) In the spirit of finding out wtf I'm doing wrong, I've attached my code...
Let me know if you can figure out my problem! As you'll see if you run the program, all the squares are converging when I click on one of them. I do not understand why.
(Before, as I said, I could get ONE of the squares to behave properly. So now I have kind of the opposite problem...)
Thank you again!!
Let me know if you can figure out my problem! As you'll see if you run the program, all the squares are converging when I click on one of them. I do not understand why.
(Before, as I said, I could get ONE of the squares to behave properly. So now I have kind of the opposite problem...)
Thank you again!!
- Attachments
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- whatadrag.love
- (1.28 KiB) Downloaded 237 times
- BlackBulletIV
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Re: Mouse Dragging in Love2D (Tutorials)
Many of the references were still pointing box, not v. Also, you didn't implement the loop in love.mousereleased. Here's the new code (with your style preserved ):
Code: Select all
--boxstory 2: the reckoning
function love.load()
love.graphics.setBackgroundColor( 220, 176, 233, 255)
boxes = {} --setting up some boxes
for i=1, 5 do --the individual boxes
box = {
width = 40,
height = 40,
x = 70,
y = i*80,
drag = { --drag? might not work so much.
active = false,
diffX = 0,
diffY = 0}
}
table.insert(boxes, box)
end
bigBox = {} --big giant box properties
bigBox.x = 700
bigBox.y = 250
bigBox.width = 100
bigBox.height = 100
end
function love.update(dt)
for i,v in ipairs(boxes) do --mouseclick drag thingy
if v.drag.active then
v.x = love.mouse.getX() - v.drag.diffX
v.y = love.mouse.getY() - v.drag.diffY
end
end
end
function love.draw()
--draw big box and flaps
love.graphics.setColor( 255, 255, 255, 30)
love.graphics.rectangle("fill", bigBox.x, bigBox.y, bigBox.width, bigBox.height)
love.graphics.line(670, 200, 700, 250)
love.graphics.line(670, 400, 700, 350)
--draw all the small boxes
for i,v in ipairs(boxes) do
love.graphics.setColor( 255, 255, 255, 95)
love.graphics.rectangle("fill", v.x, v.y, v.width, v.height)
--make the boxes highlight when little box is in big box
if v.x > bigBox.x and v.x < bigBox.x + 100 and v.y > bigBox.y and v.y < bigBox.y + 100 then
love.graphics.setColor( 220, 176, 233, 40)
love.graphics.rectangle("fill", v.x, v.y, v.width, v.height)
love.graphics.setColor( 255, 255, 255, 30)
love.graphics.rectangle("fill", bigBox.x, bigBox.y, bigBox.width, bigBox.height)
love.graphics.line(670, 200, 700, 250)
love.graphics.line(670, 400, 700, 350)
end
end
end
function love.mousepressed(x, y, button)
--make the dragging happen
for i,v in ipairs(boxes) do
if button == "l"
and x > v.x and x < v.x+v.width
and y > v.y and y < v.y+v.height
then
v.drag.active = true
v.drag.diffX = x - v.x
v.drag.diffY = y - v.y
end
end
end
function love.mousereleased(x, y, button)
--make the dragging stop happening
for i,v in ipairs(boxes) do
if button == "l"
then v.drag.active = false
end
end
end
function love.keypressed(key)
--quit on "q"
if key == "escape" then
love.event.push "q"
end
end
- heartmonster
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Re: Mouse Dragging in Love2D (Tutorials)
Thank you!!! That works, as I'm sure you know. Awesome.BlackBulletIV wrote:Many of the references were still pointing box, not v. Also, you didn't implement the loop in love.mousereleased. Here's the new code (with your style preserved ):
- BlackBulletIV
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Re: Mouse Dragging in Love2D (Tutorials)
In 2022 this thread is still a top google hit for "love2d mouse drag", so for anyone trying to use this...
The author's original writeup is findable here: https://web.archive.org/web/20201125055 ... in-love2d/
and his original code is here: https://gist.github.com/mebens/1196228
However, after Love 0.10.0, the current love.mouse callbacks use numbers rather than letter strings to identify the mouse buttons,
so lines that say:have to be changed to say:
Otherwise, the code still works.
The author's original writeup is findable here: https://web.archive.org/web/20201125055 ... in-love2d/
and his original code is here: https://gist.github.com/mebens/1196228
However, after Love 0.10.0, the current love.mouse callbacks use numbers rather than letter strings to identify the mouse buttons,
so lines that say:
Code: Select all
button == "l"
Code: Select all
button == 1
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