• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Sphere] Help with movement frames

rm2kdude

Advanced Pixel-Artist
  • 358
    Posts
    20
    Years
    • Age 35
    • 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!
     
    Back
    Top