Thread: Following Dancing (rotating)

Results 1 to 9 of 9
  1. #1 Following Dancing (rotating) 
    Registered Member
    Join Date
    Apr 2012
    Posts
    853
    Thanks given
    94
    Thanks received
    33
    Rep Power
    0
    hi how to make it so when 2 ppl follow each other they dance (rotate round and round, just as rs) pi/dspk
    Reply With Quote  
     

  2. Thankful user:


  3. #2  
    Registered Member
    Join Date
    Aug 2008
    Posts
    2,418
    Thanks given
    721
    Thanks received
    595
    Rep Power
    1220
    Have the correct way of following/clipping.
    Reply With Quote  
     

  4. Thankful user:


  5. #3  
    Registered Member
    heavenlydreams's Avatar
    Join Date
    Aug 2011
    Age
    30
    Posts
    434
    Thanks given
    8
    Thanks received
    27
    Rep Power
    114
    Player clipping.
    “Is it a crime to fight for what is mine?”
    ― Tupac Shakur

    I don't have no fear of death. My only fear is coming back reincarnated.
    ― Tupac Shakur

    Reply With Quote  
     

  6. #4  
    q.q


    Join Date
    Dec 2010
    Posts
    6,519
    Thanks given
    1,072
    Thanks received
    3,535
    Rep Power
    4752
    have the player stand on the last tile the other player did
    Reply With Quote  
     

  7. #5  
    Registered Member
    Join Date
    Apr 2012
    Posts
    853
    Thanks given
    94
    Thanks received
    33
    Rep Power
    0
    bit of detail
    Reply With Quote  
     

  8. #6  
    Registered Member
    Join Date
    Oct 2009
    Posts
    1,312
    Thanks given
    148
    Thanks received
    161
    Rep Power
    33
    Quote Originally Posted by Joshua F View Post
    Have the correct way of following/clipping.
    Clipping has nothing to do with it, when you update the movement of the player just pass the coordinates where it was standing(so the old one) over to another variable and the following part make it move to that coordinate.
    Reply With Quote  
     

  9. #7  
    Registered Member
    Join Date
    Apr 2012
    Posts
    853
    Thanks given
    94
    Thanks received
    33
    Rep Power
    0
    ik ..
    i need the code lol
    Reply With Quote  
     

  10. #8  
    Registered Member
    Join Date
    Oct 2009
    Posts
    1,312
    Thanks given
    148
    Thanks received
    161
    Rep Power
    33
    the function where it passes over the new absx, absy (mostly getnextwalkingdirection)
    before it passes over the new coordinates do this
    Code:
    		oldX = absX;
    		oldY = absY;
    then make it follow to those coordinates such as

    Code:
    followPlayer(o.oldX, o.oldY);
    Reply With Quote  
     

  11. #9  
    Registered Member
    Join Date
    Apr 2012
    Posts
    853
    Thanks given
    94
    Thanks received
    33
    Rep Power
    0
    hmm what about to declare 'old' o_o anyways this is my method
    Code:
    	public int getNextWalkingDirection() {
    		if(wQueueReadPtr == wQueueWritePtr) 
    			return -1;		
    		int dir;
    		do {
    			dir = Misc.direction(currentX, currentY, walkingQueueX[wQueueReadPtr], walkingQueueY[wQueueReadPtr]);
    			if(dir == -1) {
    				wQueueReadPtr = (wQueueReadPtr+1) % walkingQueueSize;
    			} else if((dir&1) != 0) {
    				println_debug("Invalid waypoint in walking queue!");
    				resetWalkingQueue();
    				return -1;
    			}
    		} while((dir == -1) && (wQueueReadPtr != wQueueWritePtr));
    		if(dir == -1) return -1;
    		dir >>= 1;
    		currentX += Misc.directionDeltaX[dir];
    		currentY += Misc.directionDeltaY[dir];
    		absX += Misc.directionDeltaX[dir];
    		absY += Misc.directionDeltaY[dir];
    		return dir;
    	}
    
    	
    	public boolean didTeleport = false;		
    	public boolean mapRegionDidChange = false;
    	public int dir1 = -1, dir2 = -1;		
        public boolean createItems = false;
        public int poimiX = 0, poimiY = 0;
    		
    	public void getNextPlayerMovement() {
    			mapRegionDidChange = false;
    			didTeleport = false;
    			dir1 = dir2 = -1;
    	
    			if(teleportToX != -1 && teleportToY != -1) {
    				mapRegionDidChange = true;
    				if(mapRegionX != -1 && mapRegionY != -1) {
    					int relX = teleportToX-mapRegionX*8, relY = teleportToY-mapRegionY*8;
    					if(relX >= 2*8 && relX < 11*8 && relY >= 2*8 && relY < 11*8)
    						mapRegionDidChange = false;
    				}
    				if(mapRegionDidChange) {
    					mapRegionX = (teleportToX>>3)-6;
    					mapRegionY = (teleportToY>>3)-6;
    				}
    				currentX = teleportToX - 8*mapRegionX;
    				currentY = teleportToY - 8*mapRegionY;
    				absX = teleportToX;
    				absY = teleportToY;
    				resetWalkingQueue();
    				
    				teleportToX = teleportToY = -1;
    				didTeleport = true;
    			} else {			
    				dir1 = getNextWalkingDirection();
    				if(dir1 == -1) 
    					return;
    				if(isRunning) {
    					dir2 = getNextWalkingDirection();
    				}
    				Client c = (Client)this;
    				//c.sendMessage("Cycle Ended");	
    				int deltaX = 0, deltaY = 0;
    				if(currentX < 2*8) {
    					deltaX = 4*8;
    					mapRegionX -= 4;
    					mapRegionDidChange = true;
    				} else if(currentX >= 11*8) {
    					deltaX = -4*8;
    					mapRegionX += 4;
    					mapRegionDidChange = true;
    				}
    				if(currentY < 2*8) {
    					deltaY = 4*8;
    					mapRegionY -= 4;
    					mapRegionDidChange = true;
    				} else if(currentY >= 11*8) {
    					deltaY = -4*8;
    					mapRegionY += 4;
    					mapRegionDidChange = true;
    				}
    	
    				if(mapRegionDidChange/* && VirtualWorld.I(heightLevel, currentX, currentY, currentX + deltaX, currentY + deltaY, 0)*/) {
    					currentX += deltaX;
    					currentY += deltaY;
    					for(int i = 0; i < walkingQueueSize; i++) {
    						walkingQueueX[i] += deltaX;
    						walkingQueueY[i] += deltaY;
    					}
    				}
    				//CoordAssistant.processCoords(this);
    	
    			}
    	}
    Reply With Quote  
     


Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Similar Threads

  1. [PI] Rotating Npcs
    By Impervious in forum Help
    Replies: 10
    Last Post: 12-24-2011, 09:01 PM
  2. Rotating an object.
    By walex80 in forum Help
    Replies: 2
    Last Post: 11-23-2011, 07:31 AM
  3. rotating model
    By TheRedArmy in forum Help
    Replies: 2
    Last Post: 02-09-2010, 06:11 AM
  4. Cannon Rotating!
    By Mr James in forum Show-off
    Replies: 15
    Last Post: 10-06-2009, 05:52 PM
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •