Game Development Reference
In-Depth Information
Figure 4-11.
We check to make sure that there would still be a wall object above and to the right of Zool after
climbing up another 4 pixels
6.
Include an
Else
action at the end of the actions list. This adds a separate condition for
when Zool is climbing up but there is no longer an
obj_wall
above and in front.
7.
Include a
Start Block
action to group the following actions.
Include a
Speed Vertical
action (
move
tab) with
Vert. Speed
set to
-16
. This will make
Zool automatically jump up when he reaches the top of the wall.
8.
Include a
Speed Horizontal
action with
Hor. Speed
set to
facing
. This will give Zool a
very small push toward the wall he is facing as he jumps up. You might think this is
pointless, as he will immediately collide with the wall and stop moving horizontally
again. But remember that we maintain the horizontal speed in collisions, provided it is
less than
MAX_DRIFT_SPEED
, so he will keep this speed until he is clear of the top of the
wall and it will bring him neatly onto the top edge of the platform.
9.
Include a
Change Instance
action (
main1
tab) that will change into
obj_zool_air
and
Perform Events
(
Destroy
and
Create
) as it does so.
10.
11.
Include an
End Block
action (
control
tab). There should now be a sequence of 11
actions in the
Keyboard, Up
event for
obj_zool_wall
, as shown in Figure 4-12.
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