![]() Median(-5,5,-6) what is the middle value of -6,-5, and 5? it's -5 so it's a way to maximize a range with a dynamic variable. Lets say that hspd+hdir*accl came out to be -6? let's see it hspd will never go left faster than -5, nor will it go faster than 5 to the right The way we are using it in the hspd function is we are keeping 2 values the same (maximum speed going left (-5) and maxium speed going right (5), and changing one value (hspd) what ever is the middle value between those three will be what hspd will be. This read only variable returns the position (along the x-axis) within the room of the left hand bounding box for the instance, where the bounding box is defined by the maximum width and height of the mask for the instance (as set by the spriteindex or by the maskindex ). Then it would return the value that it is in the middle or in between the largest or smallest Note: You can check the top-right corner of your GameMaker Studio 2 IDE to make sure that your version is 2.3.2 or newer, but if it isn’t, you can restart the IDE and download the update when you get the prompt. If we check for the median value of all three of those here's a bit of logging I do every frame: // Frame X:313 DX:4. Somehow, bboxleft uses a float value as a reference point, despite my x being set as an integer value in my code. The function itself returns the value that is in the middle of all the values you give it I'm hunting bugs in my projects, and I struggling with some rounding issues and the bboxleft variable. Welcome to GameMaker Studio 2.3. value depends on the size of the sprite.The median value is kind of explained in post #2 Even when a sprite has a precise collision mask, the bounding box exists and is used for certain things, and so you can use this variable to find it. direction180 //.and make that speed go leftwards. ![]() speed4 //Give the object a speed of 4 pixels per step. hspeed-4 //Give the object a horizontal speed of minus 4 pixels per step, meaning 4 pixels left per step. _offset = 15 //moves the collision point away to check in front of the sprite. x-4 //Move the object 4 pixels to the left. They allow for a faster workflow for designing levels as opposed to using objects, and are faster to render as well. If your objects speed is 7 and you are only checking 6 pixels to the left of the object, then you can end up inside the wall, which will allow your code checking to the right to detect a wall. GameMaker Studio 2 allows you to create Tile Set assets that are a collection of tiles which can be placed in a room. If the camera is not assigned to a view, 0 will be returned instead. Your code checking towards the left of your object isn't checking far enough. This value is relative to the base height defined in config, and is useful for managing non-scaled, centered content within a scaled viewport. Something like this: // Horizontal collision Returns the height in pixels of the bottom bounding box (or letterbox) of a camera, if it is currently assigned to a view. Keep in mind that the origin point is at the center of it's collision mask, to avoid been stuck in a wall.ĮDIT: Another possibility: the collision point still checks inside the sprite.įor that, you could also try using an offset that keeps the collision point away from the sprite collision, but to let that work, you'll need to keep the inverse direction away from your horizontal speed. that way I've a visible view of the 'collision point'.Īnother cause could be the sprite's origin point, that determines at which position the x and y appears, and that the sprite by turning collides with the wall itself. ![]() ![]() When I face with collision problems, I'll use a crosshair sprite, and draw it at the same position as where it should be colliding. Is it turning back to the wall after a short while, or is it stuck and is flickering to left and right rapidly? Both could involve that the collision point isn't updating well.
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