I'm trying to make a 16X16 grid based movement system but my character will not snap to the 16X16 grid. It skips 2 "spaces" in my grid like its snapping to a larger size grid.
Its kinda sloppily put together because I "ripped" it out of my game.
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Grid Snapping Problem
Started by bobbyjones44, May 08 2007 07:38 PM
2 replies to this topic
#1
Posted 08 May 2007 - 07:38 PM
#2
Posted 08 May 2007 - 09:03 PM
you use the speed 3 to move after a 16 grid..
16/3 = 5 1/3
so it will stop moving after the game have run 5 and 1/3 frames, but the game only do minimum 1 and 1 frame at a time, so it will continue running past 10 2/3 frames and first stop when 16 frames have run .. so i takes 3 grids before it stops
what you can do is to choose a speed that gives a whole number when you divide 16 with it.. like:
1, 2, 4, 8 and 16 .. if you don't want that then you'll have to run a code that check every step in the direction
16/3 = 5 1/3
so it will stop moving after the game have run 5 and 1/3 frames, but the game only do minimum 1 and 1 frame at a time, so it will continue running past 10 2/3 frames and first stop when 16 frames have run .. so i takes 3 grids before it stops
what you can do is to choose a speed that gives a whole number when you divide 16 with it.. like:
1, 2, 4, 8 and 16 .. if you don't want that then you'll have to run a code that check every step in the direction
Edited by FoxInABox, 08 May 2007 - 09:04 PM.
#3
Posted 08 May 2007 - 09:35 PM
event pres left:
event pres right:
event pres down:
you can put collision checking before moving
self.x = self.x-16 self.y = self.y
event pres right:
self.x = self.x+16 self.y = self.yevent pres up:
self.x = self.x self.y = self.y-16
event pres down:
self.x = self.x self.y = self.y+16
you can put collision checking before moving
Edited by Nixa, 08 May 2007 - 09:35 PM.
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