Hey all! Thank you for all the help! Been working on other parts of the game but I'm back at this specifically. I'm not sure what I'm doing wrong but I just can't get the cursor to point to the correct mouse position, no matter what I try.
@calebbennetts I tried you workaround but it still won't read the mouse position correctly. Even if it did, the jitter-ing is difficult to ignore and I think I've implemented the LayerToCanvas and CanvasToLayer expressions correctly into my events. If I can't get it to work that way though, I can pause the game while selecting a weapon. No more jitter-ing.
@SoldjahBoy Thanks for your help. I took a look at the example and I think I got it to work in my project. Still, though, the cursor doesn't correctly point at the mouse. Before LayerToCanvas and CanvasToLayer, the cursor wouldn't rotate fully. Now it does but it's not pointing to where the mouse is.
Am I doing something wrong with the sprite? I want to describe the way the cursor is acting like there's actually a 2nd invisible cursor and the 2nd cursor is the one actually pointed towards the mouse.
I recreated the problem in a small capx. I made a small, thin sprite like Siluser and I have 3 different ways of controlling the cursor on that capx. None of them have the cursor pointing at the mouse correctly. Can anyone take a look at the file and troubleshoot it please? Shift brings up the "weapon wheel". Also including the pic of the events on my level. Am I using the LayerToCanvas and CanvasToLayer expression correctly? Is the mouse even on a "Layer"?
edit: Presumably the mouse is on the "Game" Layer with the player collision, enemy collisions and other things like that right? The layout size of this capx is the same size of my prototype level, 2048x1024. Adding a gif of LayerToCanvas/CanvasToLayer working in my level. It works fully rotates unlike mouse.x,mouse.y and the wheel/cursor/icons are on the "UI" layer but I can't get the cursor to spin correctly regardless.
https://www.dropbox.com/s/s0qo4kl1s8e1k ... .capx?dl=0