For any other queries about 3rd party gaming software configurations, you will need to contact the device's manufacturer for support. If you experience an in-game issue with a custom keyboard or mouse and are running 3rd party software that controls them, we recommend uninstalling that software and checking if the issues still persist. Unfortunately, even though there are many gaming peripherals that are used to play League of Legends, we have no control over the development of the software that comes with them. There are also some keyboard keys which are reserved by the game UI and the Operating System that cannot be bound to other functions (i.e. At this time mouse buttons beyond 'Mouse 5' are not detected by our game and cannot be bound through the in-game options. Some key strokes and mouse functions are not available to be directly modified through our in-game options. The results are not consistent so another method of mouse handling is probably worthwhile to look at.You will see a warning about LeaverBuster - this is safe to ignore since you're in a custom game. Once all the particles got out of the screen, at second 26, I hold mouse down again but this time, the particles generate only at the initial mouse coordinate and not following the mouse. At 11th second, some particles get out of the screen and now when I mouse down and move, the particles follows the mouse coordinates but I have no idea why. I've set a max number of particles allowed to generate so after 3rd second, it will generate 1000 particles but the particles will not follow the mouse. The particles are generated inside the for loop so basically, now I'm trying to get to update the mouse coordinate inside the loop. There's also an event called Event.MOUSELEAVE which will fire whenever the mouse leaves the stage area. What you can do is hide the system mouse-cursor using Mouse.hide () (only works when the cursor is over your game-area), then use a custom cursor instead. The particles do not follow the mouse but kept generated at the initial mouse coordinates. You can't confine the system cursor to a region with Flash. In the video, after the 3rd second, the mouse is kept down and is moved around. It's 319KB, 19KB bigger than the allowed size in Flashkit, which is why I could not upload it to here, but it will load really fast anyway. For example I want to do something like mouseX 200 or mouseY var001 and. This is the video link to what I'm working on ( ). The coordinates are sent to Flash from a touch screen program and I want to define those coordinates to my mouse pointer inside the flash and then use all mouse functionality. If you post what you're trying to accomplish there is probably another way to set up the mouse handling. So for every frame the mouse will only have one position (it can't be measured more often than that) and then you're iterating over that 100 times inside the frame before you move to the next one.įor a detailed explanation check out this article: Simply point one of the four corner arrows at the spot on your screen that you want to define and click the button to display the X/Y coordinates. Clicking down doesn't interrupt your code - it just waits until the next frame and handles the new "clicked down" state then. Point Position (for Windows) is a simple tool that lets you pick the coordinates for any point on your screen (using X,Y axis). In practice - it means that your onEnter happens in its entirety once every frame. Each frame is sliced up into a couple of steps internally - which makes an odd situation where a mouse event that happens in frame 1, doesn't trigger the eventHandler until the beginning of frame 2. The way events work in Flash is a bit unintuitive - basically the flash movie is playing at a given frame rate - so those frames are ticking along while the flash player is open. First of all - when you click down, you are getting both traces - every frame is one line of 1.
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