Setting Mouse Cursor to Player Object?
by Stefan Sierder · in Torque X 2D · 08/14/2010 (4:34 pm) · 6 replies
Hello community,
i am trying to implement mouse movement for a space shooter, but i can't find a way
to set the current cursor position to my player object. I am already able to actually move
my player with the mouse (it reacts to state.X/state.Y) but since the cursor is not focused
on the player itself, it only works as long as i sty inside the world bounds or the player
dies and the position gets reseted.
I read about something like "setCursorPosition" in other versions on Torque... is there something
similar in Torque X 2D? Some code samples anywhere how to implement it to a starter game?
Thanks a lot in advantage.
i am trying to implement mouse movement for a space shooter, but i can't find a way
to set the current cursor position to my player object. I am already able to actually move
my player with the mouse (it reacts to state.X/state.Y) but since the cursor is not focused
on the player itself, it only works as long as i sty inside the world bounds or the player
dies and the position gets reseted.
I read about something like "setCursorPosition" in other versions on Torque... is there something
similar in Torque X 2D? Some code samples anywhere how to implement it to a starter game?
Thanks a lot in advantage.
About the author
#2
thanks for your offer, seems you should be paid for your work as far as i read ;)
At the moment i am still using the trial to evaluate the engine for
my purpose, so it will take some time for me to decide if i want
to actually buy it or not (i know 200$ is not much for an engine, but
it is for a student).
I coded a (dirty) workaround to bind my pointer to the player (just
positioned them on the same coords and adjusted speed to be the same
as cursor movement). Works so far, but i am sure your solution will be
a lot more stable (i used a custom, hardcoded bounding box for example since my hack doesn't make use of move.sticks - that sure sucks in professional sense)
I will check out the scene management to evaluate further, after that i
will decide to buy TX2D or check for another engine (and it seems with that, i am heading for another feature that is not quite implemented in TX2D or did i miss that in the docs? SceneManagement has to be done by
myself or?)
Thanks again for your quick reponse.
08/15/2010 (10:04 am)
Hello Pino,thanks for your offer, seems you should be paid for your work as far as i read ;)
At the moment i am still using the trial to evaluate the engine for
my purpose, so it will take some time for me to decide if i want
to actually buy it or not (i know 200$ is not much for an engine, but
it is for a student).
I coded a (dirty) workaround to bind my pointer to the player (just
positioned them on the same coords and adjusted speed to be the same
as cursor movement). Works so far, but i am sure your solution will be
a lot more stable (i used a custom, hardcoded bounding box for example since my hack doesn't make use of move.sticks - that sure sucks in professional sense)
I will check out the scene management to evaluate further, after that i
will decide to buy TX2D or check for another engine (and it seems with that, i am heading for another feature that is not quite implemented in TX2D or did i miss that in the docs? SceneManagement has to be done by
myself or?)
Thanks again for your quick reponse.
#3
in the 200$ there are both there, 2D and 3D, but I think the 2D is actually the real value in there. AFAIK Torque X is the only real engine on the market to have a quasi-professional grade game on both Xbox and Windows.
Can you elaborate what you expect as scene management? That is a quite wide expression :) About game management have a look to the FSM (Finite State Machine) class: that is a quite useful tool to get a good game properly done.
Feel free to ask if you need help to sort things out ;)
Pino
08/15/2010 (10:52 am)
Hey Stefan,in the 200$ there are both there, 2D and 3D, but I think the 2D is actually the real value in there. AFAIK Torque X is the only real engine on the market to have a quasi-professional grade game on both Xbox and Windows.
Can you elaborate what you expect as scene management? That is a quite wide expression :) About game management have a look to the FSM (Finite State Machine) class: that is a quite useful tool to get a good game properly done.
Feel free to ask if you need help to sort things out ;)
Pino
#4
I have tried to send an email to this address "pino@nulldftgames.com". I sent an email twice and it seems to fail delivery. Is this email correct? My email is "p4ppy2004@hotmail.com" if that helps. Thank You.
08/18/2010 (11:37 pm)
may i also have a copy of your engine, i have sent you an email. thank you.I have tried to send an email to this address "pino@nulldftgames.com". I sent an email twice and it seems to fail delivery. Is this email correct? My email is "p4ppy2004@hotmail.com" if that helps. Thank You.
#5
08/19/2010 (1:53 pm)
@Mohammad: that is a spam security of this website :) when you copy an email address the "null" is added so if you are a spambot you can't get the working email :) It's ok then, I'll send you the invitations.
#6
08/19/2010 (8:39 pm)
@Stefen: the paid version is totally worth it (specially if you want unofficial add-ons) and it's only going to be $200 for a day or two more, according to the 3.1.5 release blog post. Get it while its cheap!
Associate Giuseppe De Francesco
DFT Games Ltd
the mouse control is not implemented in the current official Torque X release but it is in the unofficial release that I maintain (see here). If you post a request here using a licensed account and send me an email (address in my profile) I'll grant you access to the featured engine.
Cheers,
Pino