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[Sphere] Help with movement frames

rm2kdude

Advanced Pixel-Artist
  • 358
    Posts
    20
    Years
    • Age 36
    • usa
    • Seen Oct 30, 2022
    Known Bugs
    -The first frame does not appear immediatly
    -The Idle frame shows with the sprite(as it's an animated sprite)

    Other than that there's no other bugs.

    CODE​

    Code:
    function game()
      {
      CreatePerson("person", "aegis.rss", false);
      SetPersonSpriteset("person", LoadSpriteset("Trunks.rss"));
    		SetPersonSpeed("person", 1);   
    	AttachCamera("person");
    	SetPersonDirection("person", "south")
    	SetRenderScript("Movement();");
    	AttachInput("person");//but we don't want the standard movement interfereing with the movement we'll be having so...
    BindKey(KEY_LEFT, "", "");
    BindKey(KEY_RIGHT, "", "");
    BindKey(KEY_UP, "", "");
    BindKey(KEY_DOWN, "", "");
    	MapEngine("Test.rmp", 60);
    }
    var facing, walker;
     
    function Movement()
    {
    	walker = GetInputPerson();
    	if (IsKeyPressed(KEY_UP))
    	if (IsKeyPressed(KEY_UP))
     
    	walker = GetInputPerson();
    	if (IsKeyPressed(KEY_UP))
    	{
    		if(!facing ||
    			facing == "d" ||
    		   (!IsKeyPressed(KEY_LEFT) &&
    			!IsKeyPressed(KEY_RIGHT)))
    		{
    			facing = "u";
    			QueuePersonCommand(walker, COMMAND_FACE_NORTH, true);
    		}
    		QueuePersonCommand(walker, COMMAND_MOVE_NORTH, true);
    	}
    	 
    	else if (IsKeyPressed(KEY_DOWN))
    	{
    		if(!facing ||
    			facing == "u" ||
    		   (!IsKeyPressed(KEY_LEFT) &&
    			!IsKeyPressed(KEY_RIGHT)))
    		{
    			facing = "d";
    			QueuePersonCommand(walker, COMMAND_FACE_SOUTH, true);
    		}
    		QueuePersonCommand(walker, COMMAND_MOVE_SOUTH, true);
    	}
    	
    	if (IsKeyPressed(KEY_LEFT))
    	{
    		if(!facing ||
    			facing == "r" ||
    		   (!IsKeyPressed(KEY_UP) &&
    			!IsKeyPressed(KEY_DOWN)))
    		{
    			facing = "l";
    			QueuePersonCommand(walker, COMMAND_FACE_WEST, true);
    		}
    		QueuePersonCommand(walker, COMMAND_MOVE_WEST, true);
    	}
    	else if (IsKeyPressed(KEY_RIGHT))
    	{
    		if(!facing ||
    			facing == "l" ||
    		   (!IsKeyPressed(KEY_UP) &&
    			!IsKeyPressed(KEY_DOWN)))
    		{
    			facing = "r";
    			QueuePersonCommand(walker, COMMAND_FACE_EAST, true);
    		}
    		QueuePersonCommand(walker, COMMAND_MOVE_EAST, true);
    	}
    	if(!IsAnyKeyPressed())
    	{
    		QueuePersonScript(walker, "SetPersonFrame(walker, frame)", false);//change frame to the frame you want to goto first.
    		QueuePersonCommand(walker, COMMAND_WAIT, false)//This should create a small pause in the middle so the character won't move striaght from one to the other
    		QueuePersonScript(walker, "SetPersonFrame(walker, frame)", false);//change frame to the frame you want to goto second.
    	}
    }
    function Movement()
    {
    	if (IsKeyPressed(KEY_UP))
    	{
    		QueuePersonCommand("person", COMMAND_FACE_NORTH, true);
    		QueuePersonCommand("person", COMMAND_MOVE_NORTH, true);
    	}
    	 
    	else if (IsKeyPressed(KEY_DOWN))
    	{
    		QueuePersonCommand("person", COMMAND_FACE_SOUTH, true);
    		QueuePersonCommand("person", COMMAND_MOVE_SOUTH, true);
    	}
    	
    	if (IsKeyPressed(KEY_LEFT))// here is the problem, left and right are checked after up and down, therefore always going to face left and right while walking diagonally.
    	{
    		QueuePersonCommand("person", COMMAND_FACE_WEST, true);
    		QueuePersonCommand("person", COMMAND_MOVE_WEST, true);
    	}
    	else if (IsKeyPressed(KEY_RIGHT))
    	{
    		QueuePersonCommand("person", COMMAND_FACE_EAST, true);
    		QueuePersonCommand("person", COMMAND_MOVE_EAST, true);
    	}
    }

    I need help getting rid of the known bugs, I can't seem to get the idle frame to only show when no key is pressed, and I also can't get the first frame to appear immediately when I press a direction button.

    If you can help that'd be great!
     
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