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Pacman-style movement script?

I was wondering, is there a script that allows for the actor to move as many spaces in a single direction as possible with the push of a button?

For instance, my actor is standing still.
I press the Left arrow key.
Rather than moving 1 space to the left, he continually moves left until he collides with an X space, another event, or I press another key.

Anybody know?

Thanks
 
Not a script, but it is possible.

Code:
Conditional Branch [Button] Left is being pressed
 @> Move [Player]
       :Left
       Repeat
       Ignore if can't move.
   else
    Conditional Branch [Button] Right is being pressed
    @> Move [Player]
         :Right
         Repeat
         Ignore if can't move.

That sorta thing. Those aren't exact text though.
 
I suppose you could use the "Ice movement" script, which forces the character to keep moving in a direction until he collides. here it is:

Code:
#================================================= =============================
# ** 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
#--------------------------------------------------------------------------
# * 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
if $game_map.terrain_tag(@x, @y) == 3 and passable?(@x, @y, @direction)
dir = @direction
else
dir = Input.dir4
end

case dir
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
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)
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_left(last_real_x - @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)
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

class Game_Character
def refresh_walk_anime(old_x, old_y)
if $game_map.terrain_tag(old_x, old_y) == 1 and
$game_map.terrain_tag(@x, @y) != 1
@walk_anime = true
elsif $game_map.terrain_tag(@x, @y) == 1
@walk_anime = false
end if self.is_a?(Game_Player)
end

def move_down(turn_enabled = true)
turn_down if turn_enabled

if passable?(@x, @y, 2)
turn_down
@y += 1
refresh_walk_anime(@x, @y-1)
increase_steps
else
check_event_trigger_touch(@x, @y+1)
end
end

def move_left(turn_enabled = true)
turn_left if turn_enabled

if passable?(@x, @y, 4)
turn_left
@x -= 1
refresh_walk_anime(@x+1, @y)
increase_steps
else
check_event_trigger_touch(@x-1, @y)
end
end

def move_right(turn_enabled = true)
turn_right if turn_enabled

if passable?(@x, @y, 6)
turn_right
@x += 1
refresh_walk_anime(@x-1, @y)
increase_steps
else
check_event_trigger_touch(@x+1, @y)
end
end

def move_up(turn_enabled = true)
turn_up if turn_enabled

if passable?(@x, @y, 8)
turn_up
@y -= 1
refresh_walk_anime(@x, @y+1)
increase_steps
else
check_event_trigger_touch(@x, @y-1)
end
end
end


Just make whatever ground you want to have that effect have a terrain tag of 3, I believe, and it should work
 

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