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Thread: "Hit" areas on transparent active objects

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    "Hit" areas on transparent active objects

    I have an active object with an alpha channel. It is a transparent circle outline with the word "exit" inside of it. If I create an action "Mouse pointer is over object" it will only perform the action on the areas where there is NO transparency. However, I want it to perform the action over the entire area, not just the circle outline and word, but the entire circle.

    Flash has a way of doing this by defining a "hit" area. The hotspot and action points are single pixels only, I want to be able to define an entire area. Is there a way to do this?

    I know it can be done with a "mouse pointer in zone" but this is not the best solution.

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    Re: "Hit" areas on transparent active objects

    You could just have another object of the same size that they would click on, but make it invisible.
    STeve

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    Re: "Hit" areas on transparent active objects

    I really wish there was a way to have a different image or animation to use on objects as their collision map instead of having it be just as it looks. How does it work on alpha channel objects? Is it where alpha 0 is the only non detectable part?

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    Re: "Hit" areas on transparent active objects

    Add a direction to the animation that has a box the size that you want someone to click, and in the events, before the event that checks for mouse on object, change to that direction through "change animation direction", then have the mouse event, then (before the event list's end) have it change back to its normal animation direction.

    "Animation direction" being the key word here, not just "change direction".

    This makes it change image before where you test for the mouse click or whatever it was, but it won't show during gameplay.

    NOTE: If there there are more than 1 animation frame you need the other direction to have the exact same number of frames, speed and loop/no loop.

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    Re: "Hit" areas on transparent active objects

    You could use the "Check for mouse pointer in zone" Condition and put the zone boe over your exit circle. I find at times that works better then "check for mouse pointer over object"

    Sorry I didn't read your post all the way...about mouse pointer in zone

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