I am making a retro-style space shooter. The problem that I am having is that I am trying to keep the player ship from leaving the bounderies of the screen. The camera scrolls constantly forward, progressing the level, and the player moves with it. The camera is at a 45 degree angle downward giving some sort of forward visibility, I cannot use a physical border because I get odd bouncing behavior. I need a way to keep the player on screen.
Re: Space Shooter Bounderies.
[Re: coma_dose]
#210366 06/10/0805:1706/10/0805:17
This is sort of a problem, the camera is at a 45 degree angle and the bounderies won't match since the border of the screen resembles a box with the top pinched. Also, since I am using the mouse (no key_force) this results in the player being stuck at the bounderies. This is why I used a physical barrier initially.
Re: Space Shooter Bounderies.
[Re: coma_dose]
#210415 06/10/0813:3306/10/0813:33
You could somehow write a piece of script to see if the ship is still visible, if not then it stops moving. You would have to use the vec_for_screen functions and it would be long and complex but...
For some reason, my ambition always seems to beat my ability.
Re: Space Shooter Bounderies.
[Re: sydan]
#210429 06/10/0815:1206/10/0815:12
Actually I thought of that, not so long and complex though. Originally, I thought it would be cool to make the player lose if the ship went off the screen, the problem with stopping the movement is that once the movement is stopped, it would cause problems with moving the ship back on the screen.