hollowdoor Posted March 14, 2015 Share Posted March 14, 2015 I just finished using this tutorial to make a path, and use saved points in the update to make a sprite follow the path. As it is I have no physics on the sprites, but I just realized the sprite movement has no speed controls. Is there a way to use points from a path like this while updating physics properties? Normally a sprite's x,y is subject to the update with velocity, but the x,y is being set explicitly here. I'm not using gravity. I just think it would be nice to speed up, or slow down the sprite along the path. I don't see velocity working for this. If there is an option that doesn't involve physics I would be fine with that too. Link to comment Share on other sites More sharing options...
valueerror Posted March 15, 2015 Share Posted March 15, 2015 Well it depends .. The tutorial shows a way for your item to move exactly along the path.. Iguess collissions will not work either if you set x and y directly..I used a completely different approach.. totally physics based...I placed several waypoints (small trafficcones from my tileset) on an object layer in tiled and gave them numbers.. In my code i used createfromobjects and created hidden numbered Sensor activated objects out oft them.. Then i used a custom acceleratetoobject function and everytime the object with the current target number is reached i advance the number counter by one and the Next object in line is the target..it works and i can push the moving object away and it will try to reach its destination anyway.. oft course you will see an object running against a wall permanently if there is a wall in the way.. so its far from perfect.. but adding a litle bit more "intelligence" should be easy Link to comment Share on other sites More sharing options...
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