Controls let you change the control scheme for your game from one place.Ĭreate a button that responds to Mouse controls but goes beyond just a one liner "when pressed, do something".Detect key events by creating abstract controls and checking the state those controls.Challenge - Draw a blinking cursor when the text field is focused.When the enter key is pressed, stop waiting for input.Draw the text that the player has entered.When the player clicks on the text field, wait for user input.Hint: What happens if the text attribute has 0 characters? Exercise: Create a Text Field for the player's name There is a subtle bug in our example code above. Like this.įor reference, the full list of key codes can be looked up here. It is best practice to compare the "key code" of the event with the "key code of " block, rather than hardcoding the number directly. This block returns a unique number for each keyboard key. To check if these keys have been pressed, use the key code block instead. Special keys such as ENTER and BACKSPACE do not map to characters. Pressing enter submits the whole phrase while pressing backspace will remove the last character.The example also takes modifier keys into account, so pressing A while holding the SHIFT key, generates the upper-case character "A".For example, if the player presses the A key, the character "a" is generated.The "character" block returns the character that has been generated by the event.The event is triggered when any key is pressed or released respectively.Here is a brief example of a behavior that accepts user input and puts that into a text attribute. ![]() To make this, you can use the when any key is pressed/released event for this kind of user input. A word game where the player has to enter letters.You want the player to enter in a name for a high score entry.Instead, the player is expected to enter in text. Sometimes the player input is not limited to a specific set of keys. Implement a version where the player slows down gradually. In this version, the player stops immediately after you lift the keys.One drawback of this simple approach is that you can walk diagonally.We already include a 4-way motion behavior with Stencyl if you need one. Note: This is just an exercise to get you familiar with the blocks. Up/Down/Left/Right are pre-defined controls that come with each game - they are not to be mixed up with the actual keys by the same name. This example shows how to use the keyboard to implement a 4-way motion behavior. Other mobile input topics are covered separately. Read our Touch article for further details and examples on both single touch, multi touch and gestures. To keep things simple for you, mouse input is equivalent to single-touch input. To show or hide the cursor, use this block.Įxercise: How would you create a custom cursor? One method is to hide the cursor and create a dummy actor that continually follows the mouse but does not collide with anything. Sometimes, you want to hide the cursor or display a custom cursor. Mouse presses and releases involving an actor can also be detected using the On Actor event (under Add Event > Input) Mouse Cursor Over Actor is our term for hovering the mouse over the actor. ![]() Similarly, mouse input over an actor involves 4 different states. You can also grab the (x,y) location of the mouse on screen or any recent presses/releases. Mouse presses and releases can also be detected using the Click event (under Add Event > Input) Mouse Position Pressed and Released are one-off “events” - they fire once per that action, whereas “down” is a constant state that can be checked. Mouse Input is detected through 3 different states. Note: To reduce the amount of setup, all Stencyl games come pre-shipped with a default set of controls (arrow keys, action 1, action 2). With Controls, you just change what key the Control is mapped to.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |