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Don?t scroll the Map like...

Hello,

i?ve a little Problem.

first, here?s my Game_Player:
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Invariables
#--------------------------------------------------------------------------
CENTER_X = (320 - 16) * 4 # Center screen x-coordinate * 4
CENTER_Y = (240 - 16) * 4 # Center screen y-coordinate * 4
#--------------------------------------------------------------------------
# * Passable Determinants
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# Impassable
return false
end
# If debug mode is ON and ctrl key was pressed
if $DEBUG and Input.press?(Input::CTRL)
# Passable
return true
end
super
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
#--------------------------------------------------------------------------
def center(x, y)
max_x = ($game_map.width - 20) * 128
max_y = ($game_map.height - 15) * 128
$game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# Centering
center(x, y)
# Make encounter count
make_encounter_count
end
#--------------------------------------------------------------------------
# * Increaase Steps
#--------------------------------------------------------------------------
def increase_steps
super
# If move route is not forcing
unless @move_route_forcing
# Increase steps
$game_party.increase_steps
# Number of steps are an even number
if $game_party.steps % 2 == 0
# Slip damage check
$game_party.check_map_slip_damage
end
end
end
#--------------------------------------------------------------------------
# * Get Encounter Count
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# * Make Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
# Image of two dice rolling
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# If party members = 0
if $game_party.actors.size == 0
# Clear character file name and hue
@character_name = ""
@character_hue = 0
# End method
return
end
# Get lead actor
actor = $game_party.actors[0]
# Set character file name and hue
@character_name = actor.character_name
@character_hue = actor.character_hue
# Initialize opacity level and blending method
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# All event loops
for event in $game_map.events.values
# If event coordinates and triggers are consistent
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Remember whether or not moving in local variables
last_moving = moving?
# If moving, event running, move route forcing, and message window
# display are all not occurring
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# Move player in the direction the directional button is being pressed
case Input.dir8
when 0
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_right
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
when 1
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_lower_left
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
when 2
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_lower_right
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
when 3
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_lower_right
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
when 4
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_left
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
when 6
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_right
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
when 7
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_upper_left
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
when 8
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_upper_right
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
when 9
if $game_player.screen_x > 40
if $game_player.screen_x < 500
move_upper_right
else
# Player aus dem Screenfeld
end
else
# Player aus dem Screenfeld
end
end
end
# Remember coordinates in local variables
last_real_x = @real_x
last_real_y = @real_y
super
# If character moves down and is positioned lower than the center
# of the screen
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# Scroll map down
$game_map.scroll_down(@real_y - last_real_y)
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves left and is positioned more let on-screen than
# center
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# Scroll map left
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves right and is positioned more right on-screen than
# center
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# Scroll map right
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves up and is positioned higher than the center
# of the screen
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# Scroll map up
$game_map.scroll_up(last_real_y - @real_y)
$game_map.scroll_right(@real_x - last_real_x)
end
# If not moving
unless moving?
# If player was moving last time
if last_moving
# Event determinant is via touch of same position event
result = check_event_trigger_here([1,2])
# If event which started does not exist
if result == false
# Disregard if debug mode is ON and ctrl key was pressed
unless $DEBUG and Input.press?(Input::CTRL)
# Encounter countdown
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# If C button was pressed
if Input.trigger?(Input::C)
# Same position and front event determinant
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end

What i?ve done:
I made it, so the player can?t stand still.. he automaticely moves to the right if no button is pressed.

My Problem is:
If the player moves to the left, the screen scrolls left too.. But it must scroll to the right.

For what do i need it:
I need it for a Side-Scrolling Shooter Engine. ( Flying from the left to the right )

More Infos:
I use the
- New Mode7
- A Hit Showing Script ( numbers poping out of Events )
- The Item-Icon push Script from Tibuda ( V 1.01 )
- The Blur Effect Script
- An Anti-Event-Lag and Window to Fullscreen script
- An Event-clone Script
- A Code to save an Events size into Arrays.
- I?ve made an edit, so i can show endless more pictures via Call_Script.

Short Info what i need:
- A Way to scroll the Map to the right, while the player is moving. Doesn?t matter if the player moves right, left, up..diagonal..etc..
- If the Player hits an unpassable Tile on the Top or the Bottom of himself, he moves automatical to the right ( glitching ).


I hope someone can help me.
 
What I'd do would be to give the player an invisible tileset, put him in a different section of the map, and have an event that is set to automatically move to the right. The rest could be done with eventing or further scripting.
 

Thank you for viewing

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