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6:04pm - Happy New Years! I'm still waiting on the replacement secondary hard drive for my new computer, but I couldn't wait to get back to work. I've got one hard drive and that's enough if I only bring over my current project and not my whole projects folder.
So! The advice I got when I went looking for help with my stuck GUI was to use CanvasLayer elements. I'm going to give that a try now, but first I need to figure out what they are and how they work. To the documentation!
6:13pm - Okay that was pretty easy to understand and implement. Now my UI is firmly in place on the screen. The selection box isn't working outside of the opening area though, so let's take a look at that next.
6:26pm - This is one of those 'I wish I could ask myself what I was thinking' moments. I doubt I would have thought to put it in a Work Post anyways, even if I knew which one to look at. Naming them all Work Post may be a bad idea... But even if I didn't, I'm not sure I'd know where to look any better by name than by date. Alas.
Anyways the thing is, I've got this reticle which is a sprite but it's being controlled by the GUI but not exactly.
I don't like it. It should be a UI element, not a sprite. But then, if it's a UI element, it'll follow the UI and not stay on the map. Hmmmmmm...
Okay it's a highlight so it'll be a sprite on the map. But it shouldn't work this way either.
The way it works is, there's a sprite that the MapController moves around when it recieves a signal from the GUI. If highlighting is a property of tiles, it should be telling the tile to highlight or not, not telling the highlight where to go. Hmm...
But then, I don't want every tile to have it's own highlight sprite taking up space, or having a highlight property when only one thing can be highlit at a time.
I'll put this on the TODO list for the future in case I need to deal with it then.
So the problem I'm having with the position of the reticle is that it's using the screen space coordinates of the viewport, and it does that whether or not I use the global or local coordinates.
6:54pm - Anyways I think I know the solution. I'm going to try and add the screen location to the position of the mouse cursor.
6:57pm - Well that almost got it working, but now when the camera moves the reticle goes off center of the tile it's trying to highlight. So, I'll have to figure that out next. But I've run out of time. My Roommate and I planned to watch a movie tonight and we're short on time.
So! Off I go.
So! The advice I got when I went looking for help with my stuck GUI was to use CanvasLayer elements. I'm going to give that a try now, but first I need to figure out what they are and how they work. To the documentation!
6:13pm - Okay that was pretty easy to understand and implement. Now my UI is firmly in place on the screen. The selection box isn't working outside of the opening area though, so let's take a look at that next.
6:26pm - This is one of those 'I wish I could ask myself what I was thinking' moments. I doubt I would have thought to put it in a Work Post anyways, even if I knew which one to look at. Naming them all Work Post may be a bad idea... But even if I didn't, I'm not sure I'd know where to look any better by name than by date. Alas.
Anyways the thing is, I've got this reticle which is a sprite but it's being controlled by the GUI but not exactly.
I don't like it. It should be a UI element, not a sprite. But then, if it's a UI element, it'll follow the UI and not stay on the map. Hmmmmmm...
Okay it's a highlight so it'll be a sprite on the map. But it shouldn't work this way either.
The way it works is, there's a sprite that the MapController moves around when it recieves a signal from the GUI. If highlighting is a property of tiles, it should be telling the tile to highlight or not, not telling the highlight where to go. Hmm...
But then, I don't want every tile to have it's own highlight sprite taking up space, or having a highlight property when only one thing can be highlit at a time.
I'll put this on the TODO list for the future in case I need to deal with it then.
So the problem I'm having with the position of the reticle is that it's using the screen space coordinates of the viewport, and it does that whether or not I use the global or local coordinates.
6:54pm - Anyways I think I know the solution. I'm going to try and add the screen location to the position of the mouse cursor.
6:57pm - Well that almost got it working, but now when the camera moves the reticle goes off center of the tile it's trying to highlight. So, I'll have to figure that out next. But I've run out of time. My Roommate and I planned to watch a movie tonight and we're short on time.
So! Off I go.