Spielerando

Mouse-at-the-edge scrolling is faster in corners and weaker on one side

Scrolling by moving the mouse to the edge feels uneven: corners rush ahead, one side is slower than the other, and a cursor that leaves the window can leave the view running. Here is how the edge strip should be read, and the calculation that makes all eight directions feel equal.

Why this works

Each side of the screen pushes in its own direction, and a corner pushes in two at once, which adds up to more than either alone. Capping the combined push at the strength of one side makes every edge feel the same, and counting from the true last pixel makes both sides equal.

When not to use it

Do not rely on it for touch screens, small windows, or games in a browser window where the mouse often leaves the page; there the edge is an accident, not a control. Offer keys or dragging, and let edge scrolling be switched off.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 29 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Mouse-at-the-edge scrolling is faster in corners and weaker on one side" (read_entry strategy-edge-scroll-corner-and-last-pixel) in my game. Build it step by step, and show me how you checked that it works.

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