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[RESOLVED] F8[AS2]Finding coordinates in TBW problem
Hi. This is a snippet of code from a way to find object's edges in order to check to see what cell he's in. I have been reading TonyPa's tutorials but I don't get what goes on. Don't know a thing about prototypes which is the way he declares his tiles beeing walkable or not. I am sure there has to be a way to achieve the same purpose the way I expose but I have been thinking about it over and over to the point I've become stuck. This code works fine with my character's movement but only checks for two sides which I can't manage to figure out. I'd like to flip this movement to solve my problem, but like I mentioned, I'm stuck... soemone, please open the attached file to see what I'm trying to say. Thanks in advance...
function moveCar(dir) {
if (dir == "up") {
var tempx:Number = ob.x+ob.radius;
var tempy:Number = ob.y-ob.radius;
var cellx:Number = Math.floor(tempx/game.spacing);
var celly:Number = Math.floor(tempy/game.spacing);
var tempCell = game["cell"+cellx+"_"+celly];
if (tempCell.type != 1) {
return;
} else {
ob.x += speedx;
ob.clip._x = ob.x;
ob.y -= speedy;
ob.clip._y = ob.y;
}
} if(dir == "down") {
var tempx:Number = ob.x-ob.radius;
var tempy:Number = ob.y+ob.radius;
var cellx:Number = Math.floor(tempx/game.spacing);
var celly:Number = Math.floor(tempy/game.spacing);
var tempCell = game["cell"+cellx+"_"+celly];
if (tempCell.type != 1) {
return;
} else {
ob.y -= speedy;
ob.clip._y = ob.y;
ob.x += speedx;
ob.clip._x = ob.x;
}
}
}
Attaching Fla example.
Last edited by capdetrons; 01-09-2012 at 11:43 AM.
Reason: wrong post
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