Created
September 6, 2011 00:13
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Complete code for my tutorial on mouse dragging in Love2D.
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function love.load() | |
rect = { | |
x = 100, | |
y = 100, | |
width = 100, | |
height = 100, | |
dragging = { active = false, diffX = 0, diffY = 0 } | |
} | |
end | |
function love.update(dt) | |
if rect.dragging.active then | |
rect.x = love.mouse.getX() - rect.dragging.diffX | |
rect.y = love.mouse.getY() - rect.dragging.diffY | |
end | |
end | |
function love.draw() | |
love.graphics.rectangle("fill", rect.x, rect.y, rect.width, rect.height) | |
end | |
function love.mousepressed(x, y, button) | |
if button == "l" | |
and x > rect.x and x < rect.x + rect.width | |
and y > rect.y and y < rect.y + rect.height | |
then | |
rect.dragging.active = true | |
rect.dragging.diffX = x - rect.x | |
rect.dragging.diffY = y - rect.y | |
end | |
end | |
function love.mousereleased(x, y, button) | |
if button == "l" then rect.dragging.active = false end | |
end |
Why don't you use the love.mousemoved (x, y, dx, dy, istouch) function ?
Note to anyone using this after Love 0.10.0
The current callbacks use numbers, rather than letter strings to identify the mouse buttons.
So lines that say:
button == "l" -- (lower case 'L')
have to be changed to say:
button == 1 -- (button number 1)
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You might wanna use the updated version. Available since LÖVE 0.10.0
https://gist.github.com/a-racoon/1ca3b9f467ed491d404035400dfd8953