Custom Cursors in Love2D
Posted on September 20, 2012 in Tutorials
When making a game in LÖVE, you'll probably end up needing to customise the mouse cursor. As I recently had to do just that, I thought I'd make a quick tutorial on it. If you want an example cursor, here's the crosshair I'm using in a game right now.
function love.load() love.mouse.setVisible(false) love.mouse.setGrab(true) end
It's probably a good idea to confine the mouse cursor to the window via
love.mouse.setGrab, as we have here.
Now all you need to do is draw an image at the position of the mouse every frame:
function love.draw() love.graphics.draw(cursorImage, love.mouse.getX(), love.mouse.getY()) end
So, for a complete example:
function love.load() cursor = love.graphics.newImage("crosshair.png") love.mouse.setVisible(false) love.mouse.setGrab(true) end function love.draw() love.graphics.draw(cursor, love.mouse.getX() - cursor:getWidth() / 2, love.mouse.getY() - cursor:getHeight() / 2) end
You might be wondering why I've subtracted half the image's width/height from the coordinates. In this case it's because when using something like a crosshair, the centre, not the top-left, of the cursor image should indicate the exact point where the mouse is. Note that if you want to replicate a normal cursor (such as the default one provided by your operating system) you'll need to draw the image from the top-left, as we saw in the first
Well, that's it for now. I hope this tutorial's been useful to you.
Tagged in Lua, programming, Love2D, game development
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