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Bug Report: FlxMouseEventManager doesnt work on codename #371

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NotMrPolo-real opened this issue Aug 18, 2024 · 3 comments
Open

Bug Report: FlxMouseEventManager doesnt work on codename #371

NotMrPolo-real opened this issue Aug 18, 2024 · 3 comments
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bug Something isn't working

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@NotMrPolo-real
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[X] Windows
[ ] Linux
[ ] Mac

i've been using FlxMouseEventManager in psych engine a lot of time and it works always but when i try it in codename it just doesnt detect or go into the functions i want.
does anybody know why?

@NotMrPolo-real NotMrPolo-real added the bug Something isn't working label Aug 18, 2024
@Hackx2
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Hackx2 commented Aug 28, 2024

I haven't used FlxMouseEventManager that much, so I cannot give you an answer, but here is a solution:

FlxG.mouse.overlaps(SprOrGrp:FlxBasic, ?Camera:Null<FlxCamera>) : Bool
FlxG.mouse.justPressed(get, never) : Bool

like:

override function update(elapsed:Float){
    super.update(elapsed);

    if(FlxG.mouse.overlaps(spr, /*If the sprite in question is using a camera, put it here.*/)){
        if(FlxG.mouse.justPressed){
            // justPressedCode
        }
        // selectedCode
    } else {
       // nonSelectedCode
    }
}

@NotMrPolo-real
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NotMrPolo-real commented Aug 28, 2024

ty but the reason i really need the FlxMouserEventManager to work is because so when i hover(overlaps) a object(spr) it plays the scroll sound.
when i try it with the normal FlxG.mouse.overlaps(spr) the sound is looped until i un-hover.

@Hackx2
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Hackx2 commented Aug 28, 2024

Hopefully, this works. :3c

var hasSoundPlayed:Bool = false;

override function update(elapsed:Float) : Void {
    super.update(elapsed);

    if(FlxG.mouse.overlaps(/* Sprite u wanna click */, /*If the sprite in question is using a camera, put it here.*/)){ // Selected
        if(!hasSoundPlayed){
            // Plays the sound once
            FlxG.sound.play(/*soundPath*/);
            hasSoundPlayed = true;
        }
        if(FlxG.mouse.justPressed){
            // justPressedCode
        }
        // selectedCode
    } else { // Not Selected
       hasSoundPlayed = false;
       // nonSelectedCode
    }
}

I'm half asleep, so if it doesn't work, put the hasSoundPlayed variable inside the update function.

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