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godot-mouseinput-with-background

This repository demonstrates how one can listen to mouse events on a PhysicsBody2D when an underlying Control-Node also listens to gui_input Events.

Problem:

According to the Godot docs Control._input_event(ev) triggers before CollisionObject._input_event and also consumes the event, stopping further propagation.

Event chain

Solution

As a game developer you don't care about the internals of an engine. So I present a ready-to-use solution to the issue, even if it is not the intended use of the constructs used to solve the issue.

The main magic happens by using _input(ev) instead of CollisionObject._input_event to make sure we process the event before the control, then if a shape (1 pixel radius) collides with the hitbox. The 1 pixel shape follows the mouse and thus represents the mouse pointer.

func _input(event):
  $Collider.position = get_local_mouse_position()
  if $Collider.shape.collide($Collider.global_transform, $Shape.shape, $Shape.global_transform):
		get_tree().set_input_as_handled()
		# Mouse is in the shape!