This class helps contain and track the mouse pointer in your game. Automatically accounts for parallax scrolling, etc. Normally accessed via FlxG.mouse.

Variables

read onlycursorContainer:Sprite

A display container for the mouse cursor. It is a child of FlxGame and sits at the right "height". Not used on flash with the native cursor API.

@:value(true)enabled:Bool = true

Whether or not mouse input is currently enabled.

Available since

4.1.0

.

read onlyjustMoved:Bool

Check to see if the mouse has just been moved.

Available since

4.4.0

.

read onlyjustPressed:Bool

Check to see if the left mouse button has just been pressed.

read onlyjustPressedMiddle:Bool

Check to see if the middle mouse button has just been pressed.

read onlyjustPressedRight:Bool

Check to see if the right mouse button has just been pressed.

read onlyjustPressedTimeInTicks:Int

Time in ticks of last left mouse button press.

Available since

4.3.0

.

read onlyjustPressedTimeInTicksMiddle:Int

Time in ticks of last middle mouse button press.

Available since

4.3.0

.

read onlyjustPressedTimeInTicksRight:Int

Time in ticks of last right mouse button press.

Available since

4.3.0

.

read onlyjustReleased:Bool

Check to see if the left mouse button has just been released.

read onlyjustReleasedMiddle:Bool

Check to see if the middle mouse button has just been released.

read onlyjustReleasedRight:Bool

Check to see if the right mouse button has just been released.

read onlypressed:Bool

Check to see if the left mouse button is currently pressed.

read onlypressedMiddle:Bool

Check to see if the middle mouse button is currently pressed.

read onlypressedRight:Bool

Check to see if the right mouse button is currently pressed.

read onlyreleased:Bool

Check to see if the left mouse button is currently not pressed.

read onlyreleasedMiddle:Bool

Check to see if the middle mouse button is currently not pressed.

read onlyreleasedRight:Bool

Check to see if the right mouse button is currently not pressed.

@:value(false)useSystemCursor:Bool = false

Tells flixel to use the default system mouse cursor instead of custom Flixel mouse cursors.

@:value(true)visible:Bool = true

Used to toggle the visiblity of the mouse cursor - works on both the flixel and the system cursor, depending on which one is active.

@:value(0)read onlywheel:Int = 0

Current "delta" value of mouse wheel. If the wheel was just scrolled up, it will have a positive value and vice versa. Otherwise the value will be 0.

Methods

@:value({ YOffset : 0, XOffset : 0, Scale : 1 })load(?Graphic:Dynamic, Scale:Float = 1, XOffset:Int = 0, YOffset:Int = 0):Void

Helper variables for flash native cursors

reset():Void

Resets the just pressed/just released flags and sets mouse to not pressed.

unload():Void

Unload the current cursor graphic. If the current cursor is visible, then the default system cursor is loaded up to replace the old one.

Inherited Variables

Defined by FlxPointer

@:value(0)read onlyscreenX:Int = 0

@:value(0)read onlyscreenY:Int = 0

@:value(0)read onlyx:Int = 0

@:value(0)read onlyy:Int = 0

Inherited Methods

Defined by FlxPointer

getPosition(?point:FlxPoint):FlxPoint

Returns a FlxPoint with this input's x and y.

@:access(flixel.FlxCamera)getPositionInCameraView(?Camera:FlxCamera, ?point:FlxPoint):FlxPoint

Fetch the screen position of the pointer relative to given camera's viewport.

Parameters:

Camera

If unspecified, first/main global camera is used instead.

point

An existing point object to store the results (if you don't want a new one created).

Returns:

The touch point's location relative to camera's viewport.

getScreenPosition(?Camera:FlxCamera, ?point:FlxPoint):FlxPoint

Fetch the screen position of the pointer on any given camera. NOTE: screenX and screenY also store the screen position of the pointer on the main camera.

Parameters:

Camera

If unspecified, first/main global camera is used instead.

point

An existing point object to store the results (if you don't want a new one created).

Returns:

The touch point's location in screen space.

getWorldPosition(?Camera:FlxCamera, ?point:FlxPoint):FlxPoint

Fetch the world position of the pointer on any given camera. NOTE: x and y also store the world position of the pointer on the main camera.

Parameters:

Camera

If unspecified, first/main global camera is used instead.

point

An existing point object to store the results (if you don't want a new one created).

Returns:

The touch point's location in world space.

@:access(flixel.group.FlxTypedGroup.resolveGroup)overlaps(ObjectOrGroup:FlxBasic, ?Camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

ObjectOrGroup

The object or group being tested.

Camera

Specify which game camera you want. If null getScreenPosition() will just grab the first global camera.

Returns:

Whether or not the two objects overlap.

inlinesetGlobalScreenPositionUnsafe(newX:Float, newY:Float):Void

Directly set the underyling screen position variable. WARNING! You should never use this unless you are trying to manually dispatch low-level mouse / touch events to the stage.