1
\$\begingroup\$

I know I can change the hspeed and vspeed properties on my object. Assume I do it for the directional diamond in a squared-style movement game (not necesarily snapping to tiles, but it could). So the following scenarios apply (for any constant K) for my obj_Hero object:

  • Pressing UP: vspeed is -K, hspeed is 0
  • Pressing DOWN: vspeed is K, hspeed is 0
  • Pressing LEFT: vspeed is 0, hspeed is -K
  • Pressing RIGHT: vspeed is 0, hspeed is +K
  • Otherwis: vspeed and hspeed are 0
  • Only one directional arrow at the same time will be considered (the last pressed).

My player starts from position of an obj_Start object, and wins when reaching (colliding) an obj_End object. In the meantime, an obj_Enemy will be chasing the player using a step avoid strategy to avoid the player. The player loses if the enemy collides with him. Assuming I can correctly select the enemy current direction sprite, I'm done.

So far, so good.

Now assume some parts of my game have moving platforms. They have a specific platform speed vector (PSH, PSV), assuming I have such constants.

I know I could always condition my player movement speed to be:

  • (K + PSH, PSV) for player moving right
  • (-K + PSH, PSV) for player moving left
  • (PSH, K + PSV) for player moving down
  • (PSH, -K + PSV) for player moving up
  • (PSH, PSV) for player not moving

But... How do I alter (relative to the platform movement, as I do with the player) the enemy movement when it is actually generated by the step avoiding strategy?

\$\endgroup\$
0
\$\begingroup\$

When an enemy is standing on the platform add dx and dy to the enemy's position each frame where dx and dy are the change in the platforms position. Do it manually through gml in addition to the step avoid code. It should work just fine.

\$\endgroup\$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.