class flixel.addons.plugin.FlxMouseControl extends FlxPlugin
Available on all platforms
FlxMouseControl * * @link http://www.photonstorm.com * @author Richard Davey / Photon Storm
Class Fields
static var dragTarget:FlxExtendedSprite
The FlxExtendedSprite that is currently being dragged, if any.
static var isDragging:Bool
Is the mouse currently dragging a sprite? If you have just clicked but NOT yet moved the mouse then this might return false.
static var linkToDeadZone:Bool
Instead of using a mouseZone (which is calculated in world coordinates) you can limit the mouse to the FlxG.camera.deadzone area instead. * If set to true the mouse will use the camera deadzone. If false (or the deadzone is null) no check will take place. * Note that this takes priority over the mouseZone above. If the mouseZone and deadzone are set, the deadzone is used.
The mouse can be set to only be active within a specific FlxRect region of the game world. * If outside this FlxRect no clicks, drags or throws will be processed. * If the mouse leaves this region while still dragging then the sprite is automatically dropped and its release handler is called. * Set the FlxRect to null to disable the zone.
The value that the FlxExtendedSprites are sorted by before deciding which is "on-top" for click select
The sorting order. If the sortIndex is "y" and the order is ASCENDING then a sprite with a Y value of 200 would be "on-top" of one with a Y value of 100.
static function addToStack(Item:FlxExtendedSprite):Void
Adds the given FlxExtendedSprite to the stack of potential sprites that were clicked, the stack is then sorted and the final sprite is selected from that * *
Item | The FlxExtendedSprite that was clicked by the mouse |