by DocRabbit » Wed Aug 01, 2007 6:53 am
Basically, you just put the wire frame region on edges of your view and make the view their parent(so they move with the view). The just do a collision check, non repeating, and move the view in reference to the view a variable distance. A good starting zone for the distance is the distance between opposing regions, (left trigger, right trigger). The subtract 2*width of your player. What you are trying to do is avoid the ping-pong effect. If you get it the first time, you'll quickly see why it is called the ping-pong effect. That is the very basic method not parenting the player to the view. You could disable the player moving while the view is in its moving stage by just running your move the player routine against view's velocity being anything but 0.(zero) depending on how close in these zones are to the center of the screen, you can have the screen stay fairly centered or the other extreme would be the Zelda scroll.