You can add this to the <body> tag to prevent selections on the entire page, but be warned this can cause difficulties for users if there is anything the user may want to genuinely select on the page.
Mouse conditions
- Cursor is over object
- True if the mouse cursor is hovering over an object.
- Mouse button is down
- True if a given mouse button (left, middle or right) is currently being held down.
- On any click
- Triggered when any mouse button is clicked. Useful for title screens or cutscenes.
- On button released
- Triggered when a given mouse button is released.
- On click
- Triggered when a given mouse button is pressed. This can also be used to detect double-clicks.
- On mouse wheel
- Triggered when the mouse wheel (if any) is scrolled up or down a notch. Note: adding this trigger anywhere in your game will prevent the mouse wheel scrolling the page in the browser, so use this with care.
- On object clicked
- Triggered when a given mouse button is pressed while the mouse cursor is over an object. This can also be used to detect double-clicks on objects.
Mouse actions
- Set cursor from sprite
- Set the cursor image from a Sprite object. This is preferable to setting a sprite to the mouse co-ordinates, because the input lag is significantly lower. Various limitations apply: the sprite image is used as it appears in the image editor, not taking in to account size or rotation in the layout; the image cannot be too large (64x64 is usually the limit); and support varies depending on browser and OS.
- Set cursor style
- Set the type of mouse cursor showing for the canvas in the HTML page. The cursor can be hidden completely by choosing None.
Mouse expressions
- AbsoluteX
- AbsoluteY
- Return the position of the mouse cursor over the canvas area in the HTML page. This is (0, 0) at the top left of the canvas and goes up to the window size. It is not affected by any scrolling or scaling in the game.
- X
- Y
- Return the position of the mouse cursor in game co-ordinates. This is (0, 0) at the top left of the layout. It changes to reflect scrolling and scaling. However, if an individual layer has been scrolled, scaled or rotated, these expressions do not take that in to account - for that case, use the layer versions below.
- X("layer")
- Y("layer")
- Return the position of the mouse cursor in game co-ordinates, with scrolling, scaling and rotation taken in to account for the given layer. The layer can be identified either by a string of its name or its zero-based index (e.g. Mouse.X(0)).