๐ก๐ž๐ฅ๐ฉ ๐ฐ๐ข๐ญ๐ก ๐ฌ๐ฉ๐ซ๐ข๐ญ๐ž๐ฌ

๐ˆ ๐ง๐ž๐ž๐ ๐ก๐ž๐ฅ๐ฉ ๐ฐ๐ข๐ญ๐ก ๐ฌ๐จ๐ฆ๐ž ๐Ÿ๐ž๐š๐ญ๐ฎ๐ซ๐ž๐ฌ ๐ข๐ง ๐ฆ๐ž ๐š๐ง๐ @Skittlesaersuper '๐ฌ ๐ ๐š๐ฆ๐ž ๐ฐ๐žโ€™๐ซ๐ž ๐ฆ๐š๐ค๐ข๐ง๐ ,
๐’๐จ ๐ฒ๐จ๐ฎ๐ซ ๐š๐›๐ฅ๐ž ๐ญ๐จ ๐ฅ๐จ๐จ๐ค ๐š๐ซ๐จ๐ฎ๐ง๐ ๐š ๐œ๐ข๐ญ๐ฒ ๐š๐ง๐ ๐ฌ๐ญ๐ฎ๐Ÿ๐Ÿ, ๐›๐ฎ๐ญ ๐ˆ ๐ฐ๐š๐ง๐ญ ๐ข๐ญ ๐ฌ๐จ ๐ฐ๐ก๐ž๐ง ๐ฒ๐จ๐ฎ ๐ก๐จ๐ฏ๐ž๐ซ ๐จ๐ฏ๐ž๐ซ ๐š ๐›๐ฎ๐ข๐ฅ๐๐ข๐ง๐ , ๐ข๐ญ ๐ก๐ข๐ ๐ก๐ฅ๐ข๐ ๐ก๐ญ๐ฌ, (๐๐จ๐ญ๐ž ๐ญ๐ก๐š๐ญ ๐ญ๐ก๐ž ๐›๐ฎ๐ข๐ฅ๐๐ข๐ง๐ ๐ฌ ๐š๐ซ๐ž ๐ฌ๐ฉ๐ซ๐ข๐ญ๐ž๐ฌ) ๐š๐ง๐ ๐ฐ๐ก๐ž๐ง ๐ฒ๐จ๐ฎ ๐ฌ๐ญ๐จ๐ฉ ๐ก๐จ๐ฏ๐ž๐ซ๐ข๐ง๐  ๐จ๐ฏ๐ž๐ซ ๐ข๐ญ, ๐ข๐ญ ๐ฐ๐ข๐ฅ๐ฅ ๐ฌ๐ญ๐จ๐ฉ ๐ก๐ข๐ ๐ก๐ฅ๐ข๐ ๐ก๐ญ๐ข๐ง๐ . (๐’๐จ ๐›๐š๐ฌ๐ข๐œ๐š๐ฅ๐ฅ๐ฒ: ๐จ๐ฏ๐ž๐ซ๐ฅ๐š๐ฉ ๐ฐ๐ข๐ญ๐ก ๐›๐ฎ๐ข๐ฅ๐๐ข๐ง๐ -> ๐ก๐ข๐ ๐ก๐ฅ๐ข๐ ๐ก๐ญ, ๐ฌ๐ญ๐จ๐ฉ ๐จ๐ฏ๐ž๐ซ๐ฅ๐š๐ฉ๐ฉ๐ข๐ง๐  โ†’ ๐’๐ญ๐จ๐ฉ ๐ก๐ข๐ ๐ก๐ฅ๐ข๐ ๐ก๐ญ๐ข๐ง๐ )

๐–๐ก๐š๐ญ ๐ฐ๐จ๐ฎ๐ฅ๐ ๐ˆ ๐๐จ?

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You can make a new sprite image that it changes to if it is hovering over, and you can check if its hovering over with the on sprite of kind player update every 500ms block from sprite utils.

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I know itโ€™s possible to procedurally outline images, but having a separate image for each is a much less logic+math way of doing it if those things arenโ€™t your strong suit.

For detecting the cursor on the sprite, the simplest way is to save the cursor X/Y in some variables inside every โ€œon mouse moveโ€ event and โ€œon mouse clickโ€ event and use those to highlight the building if the saved cursor position x is larger than the building left, and smaller than the building right, and y is greater than the building top, and less than the bottom.

That will give you a square around each building that counts as touching, but if you need more precise than that, you could try making a single pixel sprite that is set to the cursor position and use Richardโ€™s Riknoll/arcade-sprite-events extension. This extension adds an โ€œon sprite stops overlapping otherspriteโ€ block, which would be perfect for more precise overlap control. Imo, having an extra sprite following the cursor around doesnโ€™t look nearly as good as using the cursor without a sprite, but you can decide that for yourself!

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I placed a selector sprite on top of the tile