Game Development Reference
In-Depth Information
As I tend to note, eventing is just like programming, which is all about problem-solving. So, we have a problem and
want to solve it.
We need an event to keep track of the player's position while he/she is around the
dragon statue.
We need the other event to act as the interaction event (this is, the one that will be Same As
Characters/Action Button).
We have to make sure that the player is actually looking at the statue. It wouldn't do for the
player to be looking in the opposite direction and getting the dragon statue information when
he/she presses the Action Button.
We actually have all that is called for in the preceding three bullet points, even if it does not appear to be so. We've
used the first event several times already, but for transfer events. All we will do is change what we're going to use it for.
Drawing a Perimeter
Our first order of business is noting which squares are around the dragon statue. That will be our perimeter, if you will.
Take a look at Figure 6-3 .
Figure 6-3. A zoomed-in picture of the dragon statue present on this floor of the dungeon
 
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