Comments (4)
So the problem is that the engine picks a different, smaller window size, but still uses 1024x768 for pick point? It sounds like the answer is make sure pick point is using the actual screen size instead of the default screen size. I'll look into it.
On a side note, there is a much easier way to use sprites as buttons. Each individual sprite can have it's own onTouchDown event which can be automatically called when the sprite is clicked. Here's how:
- Set your scene to use object input events.
%myScene.setUseObjectInputEvents(true);
- Give your button a class when you create it and have it use input events.
%myButton = new Sprite { Scene = myScene; class = "StartButton"; useInputEvents = true; };
- Create a onTouchDown event for that class (which is technically a namespace).
function StartButton::onTouchDown(%this, %touchID, %worldPosition) { ... }
I like to have a button superclass that handles onTouchEnter and onTouchLeave so I can give the user a little feedback when the mouse rolls over the button, like growing the button slightly or changing it's frame. Hope this helps!
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As a post script, not 100% sure that this is specifically the cause. If I change the default minimum size to be smaller on my laptop, it works fine. However, I tried scaling my dekstop's default size up and wasn't able to reproduce the problem there. I have a workaround by changing the function on winOGLVideo.cc to either return false rather than to try to guess at a workable size or to set it to the screen size if you try to go over, but neither is a really great solution.
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Thanks, I'm more used to the old T2D where it was all onMouseDown. I tried to used that when I was first getting started, but I think I was looking at an incorrect note on how to set the attribute.
That being said, I switched over to OnTouchDown and it has the same issue. The clicks do not register in the appropriate location, as I believe it is using the same code to determine what was touched.
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Well OnTouchDown is the same thing as OnMouseDown - just renamed - but my point is that you don't need to capture the click on the screen and then try to figure out what was clicked. The engine can do that for you and call OnTouchDown on individual sprites.
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