Button Click Detector
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// This script assumes a grid of 4 columns, 3 rows of buttons as listed in the 'buttons' list below.
// But you can change it as you like, just change horizontal to the # of columns and vertical to the # of rows,
// and of course the buttons list must be updated as well. Other than that the code (and more importantly, the MATH)
// should not need updating.
integer horizontal = 4;
integer vertical = 3;
list buttons = [ "brown", "red", "orange", "yellow",
"blue", "cyan", "lblue", "gray",
"green", "puke", "purple", "pink" ];
default
{
touch_start(integer total_number)
{
vector v = llDetectedTouchUV(0);
if( v == TOUCH_INVALID_TEXCOORD ) {
llSay(0, "I don't know what you just did.");
return;
}
float x = v.x;
float y = 1.0-v.y;
integer idx;
integer rowno;
integer colno;
rowno = (integer)(y / (1.0/(float)vertical));
colno = (integer)(x / (1.0/(float)horizontal));
idx = rowno*horizontal + colno;
if( idx > llGetListLength(buttons) ) {
llSay(0, "Great, you stumped me. Push off.");
return;
}
llSay(0, "Click at " + (string)x + ", " + (string)y);
llSay(0, "That is, row " + (string)rowno + ", col " + (string)colno);
llSay(0, "That is, you clicked near the " + llList2String(buttons,idx) + " button.");
}
}