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Mouse Controls
In this part I want to implement mouse controls for the game: the platform follows the mouse cursor, left click launches the ball, and right click - pauses the game.
In general, to make the platform follow the mouse it is necessary to read the cursor position and then move the platform towards it. The first problem with the mouse controls is that it conflicts with the keyboard: it is going to be confusing if the platform follows the cursor and reacts on arrow keys simultaneously. As a compromise, it is possible to retain the keyboard controls when the cursor is outside of the game window and use the mouse controls when it is inside. LÖVE doesn't provide any built-in ways to make such a check, but it should be possible to implement it using functions from the love.window
that return window size and position. However, instead of messing with it, I drop the keyboard controls entirely.
function platform.update( dt )
platform.follow_mouse( dt )
end
The platform can move towards the cursor with a fixed speed (as was the case with the keyboard controls), or it can be repositioned under the cursor immediately. I don't like the delay between the cursor and the platform trying to catch up with it, so I use the second variant. It allows cheating: pause the game, position the cursor, continue. I just ignore it.
function platform.follow_mouse( dt )
local x, y = love.mouse.getPosition()
.....
platform.position.x = x - platform.width / 2
.....
end
The platform will follow the cursor even if it is on the side panel, outside of the area with the bricks. It is necessary to take this situation into account. When the cursor is outside of the bricks area, the platform should be positioned to touch the walls, but not overlap them.
function platform.follow_mouse( dt )
local x, y = love.mouse.getPosition()
local left_wall_plus_half_platform = 34 + platform.width / 2
local right_wall_minus_half_platform = 576 - platform.width / 2
if ( x > left_wall_plus_half_platform and
x < right_wall_minus_half_platform ) then
platform.position.x = x - platform.width / 2
elseif x < left_wall_plus_half_platform then
platform.position.x =
left_wall_plus_half_platform - platform.width / 2
elseif x > right_wall_minus_half_platform then
platform.position.x =
right_wall_minus_half_platform - platform.width / 2
end
end
Let's also add appropriate callback to launch the ball on mouse press.
function game.mousereleased( x, y, button, istouch )
if button == 'l' or button == 1 then
ball.launch_from_platform()
elseif button == 'r' or button == 2 then
music:pause()
gamestates.set_state(
"gamepaused",
{ ball, platform, bricks, walls, lives_display } )
end
end
function love.mousereleased( x, y, button, istouch )
gamestates.state_event( "mousereleased", x, y, button, istouch )
end
Transition between the gamestates is also controlled from the mouse:
function gamepaused.mousereleased( x, y, button, istouch )
if button == 'l' or button == 1 then
gamestates.set_state( "game" )
elseif button == 'r' or button == 2 then
love.event.quit()
end
end
Same for the "menu" and "gamefinished".
Feedback is crucial to improve the tutorial!
Let me know if you have any questions, critique, suggestions or just any other ideas.
Chapter 1: Prototype
- The Ball, The Brick, The Platform
- Game Objects as Lua Tables
- Bricks and Walls
- Detecting Collisions
- Resolving Collisions
- Levels
Appendix A: Storing Levels as Strings
Appendix B: Optimized Collision Detection (draft)
Chapter 2: General Code Structure
- Splitting Code into Several Files
- Loading Levels from Files
- Straightforward Gamestates
- Advanced Gamestates
- Basic Tiles
- Different Brick Types
- Basic Sound
- Game Over
Appendix C: Stricter Modules (draft)
Appendix D-1: Intro to Classes (draft)
Appendix D-2: Chapter 2 Using Classes.
Chapter 3 (deprecated): Details
- Improved Ball Rebounds
- Ball Launch From Platform (Two Objects Moving Together)
- Mouse Controls
- Spawning Bonuses
- Bonus Effects
- Glue Bonus
- Add New Ball Bonus
- Life and Next Level Bonuses
- Random Bonuses
- Menu Buttons
- Wall Tiles
- Side Panel
- Score
- Fonts
- More Sounds
- Final Screen
- Packaging
Appendix D: GUI Layouts
Appendix E: Love-release and Love.js
Beyond Programming: