Game Development Community

Drag N Drop

by Rich Hudson · in Torque X 2D · 11/11/2007 (8:18 am) · 5 replies

Has anyone implemented this? If so does anyone have an example (code) ?

I have a decent inventory system working, including chests, inventory screens and equiped slots. But I really do need drag and drop.

R.

#1
11/13/2007 (1:35 pm)
Okay, I'm interested. I'll take a shot a making a demo of this.

These are some of my initial thoughts.

The mouse can handle drag n drop, with an object type indicating which dragable objects and drop targets, or each item can handle it's own drag n drop. I'm going to try it both ways.
#2
11/13/2007 (4:52 pm)
I also just finished it. Wasn't hard in the end. Since I already had a robust inventory system, all I realy had to do was track the object being dragged by changing its position to match the mouse, and then handle 2 things, 1) Did they drop onto a valid slot, 2) if they did, was there already an item there (pick it up). Wish I could add a screenshot here.

Rich
#3
11/13/2007 (6:58 pm)
Sounds cool bro, I was just about to post what I had. Which was basically making the object track the mouse while the button was held down. I wrote a component to handle it and attached it to a scene object that represented a mouse pointer. How did you go about implementing it? I'm just wondering what the most elegant way to deal with the mouse is with TX.
#4
11/15/2007 (5:05 pm)
I did not use a scene object as the mouse pointer b/c that will not show up in front of an inventory screen unles you also make that a scene object which I didnt. I have an inventoryComponent which handles the players inventory, and the mouse object handles the right/left clicks - right for dragging, left for auto-equiping. I am trying to emulate NWN2, but am not quite there yet.

Appreciate the effort and sorry if I wasted any of your time.

R.
#5
11/15/2007 (9:01 pm)
Nah dude, I'm participating here because I believe it will make me better as well as help others. Thanks for the reply, take it easy man.