Comments (4)
totally agreed, i will try and get this in soon!
from flixel.
Here's the way I modified FlxG:
/**
* Set the mouse cursor to some graphic file.
* Pass "null" or no parameter to use the system cursor.
*
* @param CursorGraphic The embedded image you want to use for the cursor.
*/
static public function setCursorGraphic(CursorGraphic:Class=null):void
{
if(CursorGraphic == null)
_cursorGraphic = new ImgDefaultCursor as Bitmap;
else
_cursorGraphic = new CursorGraphic as Bitmap;
}
/**
* Shows the mouse cursor
*
* @param CursorGraphic The image you want to use for the cursor.
*/
static public function showCursor(CursorGraphic:Class=null):void
{
if (CursorGraphic != null)
{
setCursorGraphic(CursorGraphic);
if (_game._cursor) hideCursor();
}
if (!_game._cursor) _game._cursor = _game._buffer.addChild(_cursorGraphic) as Bitmap;
}
/**
* Hides the mouse cursor
*/
static public function hideCursor():void
{
if(_game._cursor == null) return;
_game._buffer.removeChild(_game._cursor);
_game._cursor = null;
}
from flixel.
I also like to note at this opportunity that Flixel does not automatically hide and show the cursor if the real cursor leaves the stage. It leaves the SWF-cursor sitting idle at the border of the stage until the mouse reenters it. It would be great, if the framework could handle this too bit its own, so I don't have to hook into MouseEvents for this.
from flixel.
For 2.0 I made the cursor a FlxSprite, and a member of FlxG.mouse - it can be access directly or with some helper functions (show, hide, load, unload). Also handles the out/over stuff!
from flixel.
Related Issues (20)
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from flixel.