P#34108 2016-12-24 18:52 ( Edited 2016-12-26 15:38)
1
Not bad for a start, you got walls and all. However, the movement is a bit too qucik. There are workarounds for this. You could either add a value smaller than 1 (say, 0.1) when a player moves -- this will simply slow the movement down, or use btnp() rather than btn() -- this will ensure that a button has to either be repeatedly tapped or held down for a significant length of time for movement to happen.
P#34202 2016-12-26 05:15 ( Edited 2016-12-26 10:15)
1
I just came to say the same thing as tlm; nice start, just slow down movement.
One thing though, you're moving a cell at a time -- which is fine. But it also means you wouldn't want to change your speed to 0.1, etc., since it doesn't apply here. Instead, you should try implementing something like this:
--[add to player's update code] cooldown -= 1 if cooldown <= 0 then cooldown=0 . . . --[add to button handling code] if btn(0) and cooldown <= 0 then -- --code to move player left goes here -- cooldown=15 -- 15 frames, or ~0.5 seconds between moves if you're running at 30 fps end |
P#34208 2016-12-26 10:38 ( Edited 2016-12-26 15:39)
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