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 Post subject: Re: Border Situation on my game
PostPosted: Sun May 28, 2017 2:50 am 
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Personally, I'd make these scripts: viewBoundsLeft = GetViewBoundsLeft(x), viewBoundsTop = GetViewBoundsTop(y). Then use them as playerBoundsLeft = GetviewBoundsLeft(player.x) and similarly for playerBoundsTop. Then I'd put the polling code within the camera object.

Are the border sizes always the same? I assume they are since they're always right outside of the player view. If they are always the same, you can simplify some of your camera code.

When the player view bounds changes from the actual view bounds, you can just lerp from the old view bounds to the new one. The lerping can be done in the camera object, independent of the player code. So basically, when you detect the new view bounds, you begin these separate (as in the code isn't mixed together) but related processes: camera movement, player movement and animation, doors, game freezing.

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 Post subject: Re: Border Situation on my game
PostPosted: Wed Jun 21, 2017 5:09 pm 
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I don't know how am I going to post this, but.. I was about to stop doing "Raccoon's Way" because of the situation, and was bound to tell you to do it for me.

But since I'm an experienced coder (not exactly an expert, but getting into it) and it's my game, I have to TRY. So in other case, I'm still trying to figure out what you're saying as it's called a "solution".

If you can try to make it at least for sensible for me to put out, then I'll gladly do so. If not, that's OK since I'll continue to figure it out.


And I'm sorry for not posting this earlier.

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 Post subject: Re: Border Situation on my game
PostPosted: Sat Jun 24, 2017 2:01 pm 
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Where do you need help with understanding?

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