Cant move any farther
skippertech
Member Posts: 67
In my game, my actor gets stuck there (see image) http://imgur.com/VUru9
as if the wall.. is actually before the black part. not sure how i can get ridoff that. Also my actor has a jump function, but its jump up, so the sprite would always be facing the right. how could i make it face the left if the left button and jump is hit at the same time? and same for the right? thanks
as if the wall.. is actually before the black part. not sure how i can get ridoff that. Also my actor has a jump function, but its jump up, so the sprite would always be facing the right. how could i make it face the left if the left button and jump is hit at the same time? and same for the right? thanks
Comments
@skippertech
Hi, the answer to your first question: your actor's size is larger than the opaque image of the figure, if you see what I mean.... the wall is colliding with the transparent part. So either make the size of the actor closer to your opaque image showing or adjust the collision by putting the collision behaviour in a transparent actor that's over the black wall but further to the right.... easier to do than explain....
Your second question: make a boolean, let's call it FaceRight.
In your Left button, add Change Attribute FaceRight to false and in your Right Button add to the rules there Change Attribute FaceRight to true.
Now in your Jump button add to its Rules When FaceRight is false
Animate with your left facing frames
Otherwise
Animate with your right facing frames
Hope that gives you a start.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Anyway I could get rid off the Transparent part of the Image?
Just crop your animation frames in Photoshop or similar.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
… as they all usually need to be a largerSize to accommodate the legs extended views
@gyroscope … your first advice for a sensorActor great! … +1 that!
==
try using one gameAttribute for standStill/right/left/jump …index type
name something like: direction
this works well with flip … and less coding
right/left/jumpButton … instances named 1 and 2 and 3 ( for jump)
Rule: when my name is 1 changeAttribute: self.Image To: right/left/jump)
Rule: when touch is pressed changeAttribute: game.direction To: self.Name
Otherwise: change game.direction To: 0
on playerActor:
Rule: when game.direction = 0 … changeMLV X/Y To: 0
Rule: when game.direction = 1 … changeFlip; changeMLV
and the Rules for each of the conditions possible for direction
Ex: Rule: when game.direction = 3 … changeAttribute: self.MLV Y
(need to add to that jumpRule something to keep the MLV X running)
whenever the actor's flip is true
… images in its animateBehavior are also display as flipped …
MH