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Showing results for tags 'donut world'.
I created a tilemap and figured out how to move the camera in a classic zelda-manner if touching the bounds of the screen. But if I reach the end of the map, my character leave the camera zone (since the camera seems to be bound to tilemap-size but my character not) and I wondered if and how it is possible to easily donut-world behaviour as known from classical rpg? As the camera moves over iteration it seems impossible to work with something (this.player.y > map.widthInPixels) ? ... . Could anybody pass me a hint? It would be wonderful if it is possible to duplicate the game world and append this to the bounds if reached, or has a [3x3] with refill and garbage collection.