Open AvioxArcade opened 1 month ago
You would be better to draw this yourself as you would have more control over how it is presented.
If it's not a feature worth supporting, then I suggest you deprecate it and mention that it's intended for compatibility only in the manual
Is your feature request related to a problem?
Setting
cursor_sprite
to a sprite resource is a helpful feature, but if your game utilizes a small resolution, multiple cursors, and/or animated cursors, the process gets over complicated very quickly.For example, one cursor I use is an animated hourglass to communicate to the player they can't control the game at that moment. To animate it, I either need to be satisfied with a "1 frame per game frame" image speed, or convert a 15-frame animation into 15 separate sprites and animate it manually. (e.g.
cursor_sprite = hourglass_sprites[hourglass_image];
) It just so happens in this example, the game is also low-res and the cursor is pixel art, so on modern monitors, I need to scale the sprite up when the game window is scaled up, which means I have 15 sprites per supported scale, just for one cursor sprite. (e.g.cursor_sprite = hourglass_sprites[scale][index]
) Let's not even mention I have 14 OTHER cursors in use. (e.g.cursor_sprite = cursor_sprites[type][scale][index]
)Describe the solution you'd like
Support for a
cursor_speed
that imitatesimage_speed
andcursor_index
that imitatesimage_index
would be great.cursor_scale
to mimicimage_xscale
/image_yscale
would also be a incredibly valuable add.Describe alternatives you've considered
cursor_sprite
feature. (sacrifice cursor smoothness, et. al)Additional context
No response