Search the Community

Showing results for tags 'doors'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. PicoFoundry

    Defining a clickable area

    I am making a little game that is similar in style to the Covert Front point and click adventure games (http://www.mateuszskutnik.com/covert_front/index.php?id=cf_1). Navigation is pretty easy, you click on doors, and sometimes parts of the bottom of the screen to move between them. Here are some screenshots from the Covert Front game to illustrate the type of thing I want to do: In the first one you can click to go back when the cursor is near the bottom of the screen, and in the second one, you can change rooms by clicking near the bottom, or either door. I made a simple prototype where I navigated using arrow sprites, as seen below, which worked well and were easy to use. However, I would prefer not to have buttons like this. I was wondering what the best option would be to define clickable areas for movement. Should I create transparent sprites to define the doors and use the OnInputDown event as I did in the prototype, or would it be better to use a Rectangle, and check each onDown event to see if it is contained in the rectangle? I am wondering if there is a preferred method for doing something like this, or whether there are methods I have not thought about.