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Piro24
Wed Jan 10, 2007 3:55 pm

Mouse.ButtonWait ... difficult to implement?
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My game uses Mouse.ButtonWait to get input from the user. It works well initially, but when I add other loops to my main program, it takes in the value of every click and outputs them when it reaches the loop. 

For example, if I were to use Mouse.Where to detect whether something was clicked or not, (IE a button like 'Start' which would proceed to the game), the button will register as clicked but it will also register Mouse.ButtonWait as being down, which I don't want.

Here's an example.

    var x, y, b, b2 : int

var displayCheck : boolean := false

loop
    Mouse.Where (x, y, b)
    drawfillbox (10, 10, 250, 250, black)
    if b = 1 and x > 10 and x < 250 and y > 10 and y < 250 then
        exit
    end if
end loop
x := 0
y := 0
b := 0
cls
loop
    if displayCheck = true then
        Mouse.ButtonWait ("down", x, y, b, b2)
        Draw.FillOval (x, y, 23, 23, black)
    end if
end loop

When the user is in the first loop, I want them to be able to click but not have it register in the Mouse.ButtonWait function..

So in conclusion is there a way to make the mouse usuable in the program without being registered in the Mouse.ButtonWait function until I'd like it to...?

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Clayton
Wed Jan 10, 2007 6:17 pm

Re: Mouse.ButtonWait ... difficult to implement?
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you might want to try looking at the source for my button class [url=http://www.compsci.ca/v3/viewtopic.php?t=14410]here.
