Yes, that had occurred to me, but my explanation was too simplistic. While it is a Scrabble-esque game with tiles, the tiles are hexagons and are staggered on the board. (pic--

That still might be calculate-able, but is beyond my math skills!



On 2017.03.12, 10:00, Mike Bonner via use-livecode wrote:
If the names of the tiles are numbered in a logical way, and only go
horizontal, and vertical, then all you need to know is the start spot, and
the end spot, and can fill in the gaps between.

On Sat, Mar 11, 2017 at 4:06 PM, Quentin Long via use-livecode <> wrote:

sez Tim Selander <>:
I miss the Zynga "Pathwords" game on Facebook, so for my own
amusement I'm trying to recreate it in Livecode.

For those who don't know the game, it had a solid screenful of
Scrabble-like lettered tiles. Click and drag the mouse through
adjacent letters to make words.

Without clicking, simply moving the mouse through the tiles
(fields) triggers mouseenter, mouseleave, etc. which makes it
easy to pick up the letters.

But when the mouse is down, it seems mouseloc() is the only thing
I can get. Using a variable what has all the field rectangles, I
can use the mouseloc() to ultimately identify the field under the
pointer, but it's too slow...

Does a moving mouse with the button down trigger any other
messages besides mouseloc()?
I see that Mike Bonner has already provided a solution which seems to do
what you want. But just in case there are other people out there who might
need a different solution, here's my stab at it…

If you have a "screenful of Scrabble-like lettered tiles", these "tiles"
are presumably arranged in a rectangular grid, with neatly aligned rows and
columns. If this is the case, the locations of the row-tiles are going to
be separated by X number of pixels, such that row-tile 1 has X-coördinate
A; row-tile 2 has X-coördinate (A + X); row-tile 3 has X-coordinate (A +
2*X); and so on.

Column-tiles will work similarly. Their locations will be separated by Y
number of pixels, such that column-tile 1 has Y coördinate B; column-tile 2
has Y coördinate (B + Y); column-tile 3 has Y coördinate (B + 2*Y); and so

If the grid's horizontal spacing is identical to its vertical spacing, the
separation-values X and Y will be the same, of course. Given the fact that
pixels are not *necessarily* square, it would be imprudent to *assume* that
the grid's horizontal and vertical separation-values are identical, and I
will not make that assumption here.


My solution to Tim Selander's problem completely ignores most of the
mouse[whatever] messages, depending strictly on mouseLoc. Like so:

local dX = 25 -- if the horizontal-spacing value is not 25, put the real
value here
local dY = 25 -- again, replace 25 with the real value as needed
local TimeSlice = 50 -- how often, in milliseconds, the code checks the
mouseLoc. adjust as needed for response time
local GridLocPulse

global GridCell = "1,1"

on GridLoc
   if (GridLocPulse) then send GridLoc to me in TimeSlice milliseconds
   put the mouseLoc into ThisLoc
   put (1 + (item 1 of ThisLoc div dX)) into item 1 of GridCell -- may need
tweaking to account for edge effects
   put (1 + (item 2 of ThisLoc div dY)) into item 2 of GridCell -- ditto
end GridLoc

on GridLocOn
   put true into GridLocPulse
end GridLocOn

on GridLocOff
   put false into GridLocPulse
end GridLocOff

The above code can go into the script of the card where the tile-grid

Once every (TimeSlice) milliseconds, this code looks at the mouseLoc and
converts the mouse coördinates into grid coördinates, which are stored in
the global variable GridCell. GridCell being a global, its contents should
be accessible to any handler in any script which includes the line "global

It's probably a good idea to *not* have the GridLoc handler burning
clock-cycles *all the time*. Thus, the local variable GridLocPulse, and the
subsidiary handlers GridLocOn and GridLocOff. GridLocOn activates the
GridLoc handler, and GridLocOff turns GridLoc off.

Hope this helps…

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