I am starting out with GDevelop by doing the Geometry Monster tutorial.
When implementing touch/mouse control the x position of the monster is compared with the x position of the mouse cursor.
That works fine for movement to the right.
For the other direction however it doesn’t work as well. There is a gap to the left edge of the screen. As I am using a low resolution (176 x 320) it is quite noticeable.
Instead of comparing the mouseX with the x position of the monster, in that case I’d like to compare it to the width of the monster.
But I can’t get it to work.
Using the condition ‘value of an object’s variable’ and putting in Width or Monster.Width() didn’t help.
How could I get this to work?
Please explain like I’m five if necessary.
Thank you very much, Slash. That works, of course to solve the problem of the movement.
As I had to change some values in the game afterwards that depended on the origin of the object being (0,0), I still wonder how to refer to the width of the object.
So maybe you know that, too.
How do I check the mouseX() in regards to the width of the object (the rightmost point on the x axis)?
You did write the answer yourself. It’s Monster.Width()
You don’t need any variables. Just compare mouseX to monster.x() with ether - or + Monster.Width(), depending on mouse position.
do you have only 1 instance of monster in your scene?