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InputStream stream = new FileInputStream("C:\\path\\to\\image.png"); BufferedImage image = ImageIO.read(stream); int width = image.getWidth(); int height = image.getHeight(); int[] pixels = new int[width * height]; image.getRGB(0, 0, width, height, pixels, 0, width); // convert image to RGBA format ByteBuffer buffer = ...


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If I understand your question correctly this can be done using a bit of vector math. I've created an example in Javascript so please keep in mind that many of the mathematical operations I'm doing here can be done in Unity really easily using the built-in classes and methods. The ball will follow your mouse when you hover it over the window. I recommend you ...


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Instead of hard restrictions you can use opposing forces. You want to simulate a rubber band between the two objects. That sort of force can be simulated by applying a push every frame that equals "distance to object" to the power of "your rubber band's springiness". If you want to increase the effective distance that object A can travel away from object B ...


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Grab the UI source from bitbucket. Default input should be changed by changing those left mouse button input. Or you may override those methods.


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Let's say you want to figure out if the user clicked/touched the left or right side of the window, and that your window is 800 units wide. Then the code is very simple; in your click handler (typically love.mousepressed()) check if the x position of the mouse is less than or greater than half that, 400: function love.mousepressed(x, y, button, istouch) ...



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