12/19/2023 0 Comments Processsing pmouse and mousexIf you see any errors or have comments, please let us know. If you want continuous response, use pmouseX and pmouseY inside the mouse event functions. If you want values relative to the previous frame, use pmouseX and pmouseY inside draw(). I have problems with the combination of the rotation with the atan2 and the movement in the direction of the mouse. The same side of the rectangle should always point to the mouse. If the mouse variables were always updated multiple times per frame, then something like line(pmouseX, pmouseY, mouseX, mouseY) inside draw() would have lots of gaps, because pmouseX may have changed several times in between the calls to line(). Can anyone help me with my project I want a rectangle to chase the mouse until it reaches the mouse or until it is no longer pressed. If these values weren't updated immediately during mouse events, then the mouse position would be read only once per frame, resulting in slight delays and choppy interaction. (This typically happens when a sketch is first run. The default value of mouseY is 0, so 0 will be returned until the mouse moves in front of the sketch window. Note that Processing can only track the mouse position when the pointer is over the current window. But inside mouse events, they update each time the event is called. Description: The system variable mouseY always contains the current vertical coordinate of the mouse. Inside draw(), pmouseX and pmouseY update only once per frame (once per trip through the draw() loop). Processing automatically updates these variables, so you can use them in the draw function to get the position of the mouse. Processing provides mouseX and mouseY variables that hold the current location of the mouse cursor in the window. You may find that pmouseX and pmouseY have different values when referenced inside of draw() and inside of mouse events like mousePressed() and mouseMoved(). Mouse Input The mouseX and mouseY Variables. The system variable pmouseX always contains the horizontal position of the mouse in the frame previous to the current frame. # between the current and previous position Now we took care of the upper left corner if you like.# Move the mouse quickly to see the difference The mouseY is bigger than > the upper side The mouseX is bigger than > the left side of the rect (or the upper left corner if you like) If the mouse is inside the rectangle it means that: Now, we want to check the position of the mouse against an area on the screen, let's say a rectangle: I mean mouseX, and mouseY is the mouse position (x goes to the right, y to the bottom). You should be able to work the rest out from here on your own. It means that the mouse is on the LEFT HALF of the sketch! What does it mean for mouseX to be less than half the sketch's width? What is width / 2? Half the width of the sketch! The criteria is that mouseX is less than width / 2. What does the second conditional say? Like the first, it is doing a comparison with mouseX, so you know it is checking if the mouse's X position meets some criteria. This first conditional makes sure that the mouses X position is greater than zero. if (mouseX > 0 & mouseX 0 & mouseY 0 & mouseX 0 & mouseY 0 Without draw (), the code is only run once and then stops. Mouse and keyboard events only work when a program has draw (). The mouseButton variable (see the related reference entry) can be used to determine which button has been pressed. If you did, you should be able to do this yourself. The mousePressed () function is called once after every time a mouse button is pressed. If (!ONLINE) tTitle("Quadrant: " + quadrant) Įlse if (mx >= cx & my < cy) quadrant = "Top-Right" ĭo you understand - at all - what the code on line 11 says? * /two/discussion/15129/mousex-and-mousey
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