I'm sorry if you don't like me posting my own questions, I just thought this was the most appropriate place for them because of what you said on the first page...
essell wrote:I figured instead of starting threads for each of them, I'd post them all here
I'm attempting to set up a basic menu for my tetris clone (well, it's really an inventory tetris clone
). I want to show an image for each "button" of the menu that when clicked will change the game_state variable to a different value, which tells draw() what part of the game to draw. The problem is that some of these images will be PNG files that include transparent, non-uniform edges (read: not square buttons). Is there anyway for LOVE to tell if the mouse is over a non-transparent pixel? Should I abandon my hopes for a homebrew menu and use an existing library (will this make the buttons easier to code)? Or maybe I should hide the mouse and let users interface with the keyboard only!
I read the documentation and it said that images aren't stored in memory and per-pixel calculations were unavailable, so maybe that puts my homebrew version out of the question. I learned basic programming in C++ and the switch to Lua was hard, so I'm hoping the GUI library is out because they're so complex. The keyboard control method seems to be a code intensive way out and seems limiting to the player (or at least that is my experience).
Q: Which of the three methods (Homebrew, GUI library, and Keyboard Control) would be easiest to code and most usable?