Lets take off into space! glitch
Posted: Mon Aug 01, 2011 9:22 pm
Um for some incredibly annoying reason when my character respawns (only from falling outside of the screen) he launches off into space at a very high velocity (Which makes absolutely NO SENSE what so ever at all, the falling code uses the same death code as colliding with an enemy... and when killed by the enemy you dont launch into oblivion so WTH?)
Death Codes:
Enemy Collision:
When fallen pass the view code:
SO uh WTH the yvelocity=0 code was an attempt to fix the gltich..... but no it didnt do anything. Heres the code that executes in draw actor once the "DEAD" variable = 1
So why does my character jump? heres the Create Timer code
Total Draw Actor Code:
I hate glitches like this they dont make the least bit of freaking sense it's so frustrating!
Death Codes:
Enemy Collision:
- Code: Select all
DEAD=1;
PlaySound2("data/down a heart.wav", 1.000000, 1, 0.000000);
When fallen pass the view code:
- Code: Select all
DEAD=1;
yvelocity=0;
PlaySound2("data/down a heart.wav", 1.000000, 1, 0.000000);
SO uh WTH the yvelocity=0 code was an attempt to fix the gltich..... but no it didnt do anything. Heres the code that executes in draw actor once the "DEAD" variable = 1
- Code: Select all
if (DEAD==1) {
transp=.99;
yvelocity=0;
CreateTimer("Event Actor", "respawn", 1000);
}
So why does my character jump? heres the Create Timer code
- Code: Select all
if (LIVES>0) {
LIVES-=1;
x=SPAWN[0];
y=SPAWN[1];
DEAD=0;
yvelocity=0;
DestroyTimer("respawn");
view.x=-320;
transp=0; }
if (LIVES==0) {
LoadGame(""); }
Total Draw Actor Code:
- Code: Select all
GetPad(10000, 10000); GetKeys(); SetGravity(.4);
DoGravity();
if (DEAD==0) {
if (animindex==1 || animindex== 3 || animindex == 4) {
dir=0; }
if (animindex==0 || animindex==2 || animindex==5) {
dir=1; }
if (yscreen>=480) {
yvelocity=0;
DEAD=1;
PlaySound2("data/down a heart.wav", 1.000000, 1, 0.000000); }
if (xscreen<620) {
if (GORIGHT) {
x+=3;
if (temp[1]==0) {
ChangeAnimation("Event Actor", "RunRight", NO_CHANGE); }
if (temp[1]==1) {
ChangeAnimation("Event Actor", "JumpRight", NO_CHANGE); }
}
}
if (xscreen>20) {
if (GOLEFT) {
x-=3;
if (temp[1]==0) {
ChangeAnimation("Event Actor", "RunLeft", NO_CHANGE); }
if (temp[1]==1) {
ChangeAnimation("Event Actor", "JumpLeft", NO_CHANGE); }
}
}
if (KEYRIGHT==1 && KEYLEFT==1) {
if (animindex==0 || animindex==5) {
ChangeAnimation("Event Actor", "StopLeft", NO_CHANGE); }
if (animindex==1 || animindex==4) {
ChangeAnimation("Event Actor", "StopRight", NO_CHANGE); }
}
if ((LXAXIS<los && LXAXIS>-los) && KEYLEFT==0 && KEYRIGHT==0) {
if (animindex==0 || animindex==5) {
ChangeAnimation("Event Actor", "StopLeft", NO_CHANGE); }
if (animindex==1 || animindex==4) {
ChangeAnimation("Event Actor", "StopRight", NO_CHANGE); }
}
if (xscreen>325) {
view.x+=3; }
if (xscreen<315 && view.x>-317) {
view.x-=3; }
if (xscreen<=20) { SSSS=1; }
if (xscreen>=620) { SSSS=1; }
if (SSSS==1 || VARS[1999]==1 && temp[1]==0) {
if (animindex==0 || animindex==5) {
ChangeAnimation("Event Actor", "StopLeft", NO_CHANGE); }
if (animindex==1 || animindex==4) {
ChangeAnimation("Event Actor", "StopRight", NO_CHANGE); }
}
if (APRESS && temp[0]==0 && temp[1]==0) {
temp[0]=1;
yvelocity=-10;
temp[1]=1; }
if (xscreen>20 && xscreen<620) {
SSSS=0; }
if (yvelocity>2) {
temp[0]=1;
temp[1]=1; }
if (yvelocity>-1 && yvelocity<1) {
temp[1]=0;
}
if (XPRESS && temp[2]==0) {
temp[2]=1;
PlaySound2("data/SILLYPOP.WAV", 1.000000, 1, 0.000000);
CreateActor("bombs", "bomb01", "(none)", "(none)", 0, 0, false);
}
if (KEYX==0 && JoyX==0) {
temp[2]=0; }
}
if (DEAD==1) {
transp=.99;
yvelocity=0;
CreateTimer("Event Actor", "respawn", 1000);
}
I hate glitches like this they dont make the least bit of freaking sense it's so frustrating!