Mouse inputs
Details
Kode wheel segment | Controls/Mouse |
Style | Control |
Modifiers | pressed / released / without remapping / without controller remapping / without virtual controller / object / terrain / world / tapped /click count |
Primarily WHEN/DO | WHEN |
Pre-made brains that use it | Unknown |
Controls > Mouse > Mouse inputs
Description
This sub menu contains all the inputs for a mouse.
Some of the mouse inputs can be remapped.
See Remapping Controls table.
[mouse position] tile determines the position of the cursor as a vector in the x/y screen space.
WHEN DO [display][mouse position][screen top left]
.
Example Code
WHEN [Right mouse button] DO [shoot]
As long as the Right mouse button is held down the player will shoot
WHEN [Right mouse button][pressed] DO [shoot]
As soon as theRight mouse button is pressed the player will shoot once (single frame action)
Modifiers
pressed: Creates a single frame input as soon as the key is pressed
released: Creates a single frame input as soon as the key is released
without controller remapping: disables automatic remapping for controller alternatives for this input only
without virtual controller: disables automatic remapping for touch alternatives for this input only
without remapping: disables automatic remapping for keyboard , mouse and touch for this input only
object: Will only respond to clicks if the cursor is over an object
terrain: Will only respond to clicks if the cursor is over terrain
world: Will only respond to clicks if the cursor is on terrain or objects
tapped: Will run when the specific button is pressed and released
click count: Counts number of clicks and returns true when number specified is reached. Click count stops after no input for 5 seconds.
WHEN [right mouse button][click count][5] DO [power on]
Other Uses
None