Game Development Reference
In-Depth Information
Figure 4-15. The faster Zool is traveling, the further up or down he needs to be moved in order to place him
back on the ramp's surface
Include a Move to Contact action ( move tab) with Direction set to 270 , Maximum set
to -1 , and Against set to all objects . This will bring Zool back down in contact with the
ramp.
2.
3.
Select the End Step event and delete the Change Instance action that changes into the
obj_zool_air when there is no platform one pixel beneath Zool's feet. Every time Zool
walks forward on a descending ramp, he will find himself with no platform beneath his
feet, so we need to be more careful about this test.
4.
Include a Start Block action in its place ( control tab) to group together the following
actions that will now depend on there being no platform directly beneath Zool's feet.
Follow this with a Check Object action that checks for the Object obj_platform , at a
Relative position of X = 0 , Y = speed . This checks to see if there is actually a platform
(which includes ramps) a little bit further below Zool's feet. The distance depends on
his speed, as the faster he is moving, the further above the ramp he could be (see
Figure 4-15).
5.
Follow this with a Move to Contact action ( move tab) with Direction set to 270 ,
Maximum set to
6.
-
1 , and Against set to all objects . This will bring Zool back down on
top of the ramp.
7.
Follow this with an Else action ( control tab).
8.
Follow this with a Change Instance action ( main1 tab) that will change into
obj_zool_air and Perform Events ( Destroy and Create ) as it does so. This will start
Zool falling if he isn't traveling down a ramp .
9.
Follow this with an End Block action ( control tab). The End Step event should now
have nine actions, as shown in Figure 4-16.
 
Search WWH ::




Custom Search