I use this code to move my camera:
if uses some global variables...gwidth/height is the size of screen
mapwidth/height is the size of playing field.
you will probably have to change some of the other constants to make it work for you
for the actual cursor, make sure that you draw after renderworld and before the flip:
if uses some global variables...gwidth/height is the size of screen
mapwidth/height is the size of playing field.
you will probably have to change some of the other constants to make it work for you
Function update_camera() If MouseX() > (gwidth - 10) Then TranslateEntity camera,1,0,0 If MouseX() < 10 Then TranslateEntity camera,-1,0,0 If MouseY() > (gheight - 10) Then TranslateEntity camera,0,0,-1 If MouseY() < 10 Then TranslateEntity camera,0,0,1 ;this part just makes sure the camera stays within some bounderies... If EntityX#(camera,True) < 0 Then PositionEntity camera,0,EntityY#(camera,True),EntityZ#(camera,True),True If EntityX#(camera,True) > mapWidth Then PositionEntity camera,mapWidth,EntityY#(camera,True),EntityZ#(camera,True),True If EntityZ#(camera,True) < -15 Then PositionEntity camera,EntityX#(camera,True),EntityY#(camera,True),-15,True If EntityZ#(camera,True) > mapHeight-15 Then PositionEntity camera,EntityX#(camera,True),EntityY#(camera,True),mapHeight,True End Function
for the actual cursor, make sure that you draw after renderworld and before the flip:
;do all 3d stuff updateworld() renderworld() drawimage(cursor,mousex(),mousey()) ;do other 2d stuff flip