How To Change Sprites After A Separate Sprite Ends? - game-maker-studio-1.4

I have two separate objects - one of a character and one with a text scrolling animation. The text sprite object has the Animation End event and a code where the last frame stops leaving the entire text showing. During the game the character object is animated sprite of his mouth moving, and a separate sprite without his mouth moving. I wanted to make it to when the text object's animation ends the player object's talking animation changes to the sprite of his mouth not moving. Sorry if this sounds confusing, but it's kinda similar to those RPG games where if the text stops scrolling the player sprite stops talking.
Is there any code to this, or is it really possible to do?

in the animation end event of the text object, you have to add a line of code that changes the character's sprite. Assuming your character instance is designated as "character" (Inside the scope of the text object), and the sprite name is "spr_character_static", the code would look like this :
In the text animation end event :
character.image_index = spr_character_static;
Hope this helps !

Related

Pygame: Character Centered Movement System (Diablo II like click-to-move)

I am currently working on a new RPG game using Pygame (my aim here is really to learn how to use object oriented programming). I started a few days ago and developed a movement system where the player clicks a location and the character sprite goes to that location and stops when it get's there by checking if the sprite 'collides' with the mouse position.
I quickly found however that this greatly limited the world size (to the app window size).
I started having a look into making a movement system where the background would move with respect to the player, hence providing the illusion of movement.
I managed to achieve this by creating a variable keeping track of my background map position. The map is much bigger than the app window. And each time I want my player to move I offset the background by the speed of the player in the opposite direction.
My next problem now is that I can't get my character to stop moving... because the character sprite never actually reaches the last position clicked by the mouse, since it is the background that is moving, not the character sprite.
I was thinking of spending some time coding in a variable that would keep track of how many displacements it would take the character sprite to reach the mouse clicked position if it was to move. Since the background moves at the character sprite's speed it would take as many displacement of the background in the x and y directions to center the clicked position on the background to the character sprite at the center of the screen.
It would be something like that:
If MOUSEBUTTON clicked:
NM = set number of moves needed to reach the clicked position based on character sprite distance to click and character sprite speed.
If NM != 0:
Move background image
Else:
pass
This would mean that when my background has moved enough for the character sprite to now be just over the area of the background that was originally clicked by the player, the movement would stop since NM == 0.
I guess that my question is: Does that sound like a good idea or will it be a nightmare to handle the movement of other sprites and collisions ? And are there better tools in Pygame to achieve this movement system ?
I could also maybe use a clock and work out how many seconds the movements would take.
I guess that ultimately the whole challenge is dealing with a fixed reference point and make everything move around it, both with respect to this fixed reference, but also to their own. e.g. If two other sprites move toward one another, and the character of the player also "moves" then the movement of the other two sprites will have to depend both on the position of the other sprite and also on the offset of the background caused by the movement of the player's character.
An interesting topic which has been frying my brain for a few nights !
Thank you for your suggestions !
You actually asking for an opinion on game design. The way I look at it, nothing is impossible so go ahead and try your coding. Also it would be wise to look around at similar projects scattered around the net. You may be able to pick up a lot of tips without re inventing the wheel. Here is a good place to start.
scrolling mini map

SDL drawing a sprite once a button is pressed

So, i'm a complete stranger to SDL and i found this nice code online:
http://gamedevgeek.com/tutorials/animating-sprites-with-sdl/
I was just wondering how to make it so that when i press space a shape gets placed infront of me? For instance, im just walking around and when i press space a rectangle or another bmp is places in front of me.
Sorry for not being explicit in what i want, i just dont know how to explain it.
You need:
Another Surface to draw (blit), made from the rectangle.bmp. This would use the same method as is used for the grass (or the player if you wanted animation).
Knowledge of where "in front" is: up, down, left or right. Look at the code and see what variables change when you press one of the arrow keys. (Hint: don't use rcSprite.) In a larger game, you would want to define a new variable for the direction that the player is facing, and then use that for both the sprite animation and for placing the rectangle, as it would make the code easier to understand.
Some new code in HandleEvent, which does something if the key is SDLK_SPACE.
Then calculate a position to place the rectangle (say, the player's position with 50 added to "x" if they were facing right), and draw the rectangle in the same way as the grass.
In general, look at what code has already been written, and Google for stuff you don't know (e.g. the name of SDLK_SPACE).
Good luck

C++/SFML Positioning Sprite Issue

I have a class named 'Player' where I handle movements, level ups etc in a game I am attempting to create. In the main loop in the main source file I have the keyboard events (Left/Right.) I want the movements to be able to know when your character is venturing past where it's allowed. To answer the problem I placed two if statements.
I am only having issues with this if statement:
else if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Right)) {
if (Player.getX() > 1279) {
Player.move(640,0);
}
Player.move(0.1,0);
}
No compiling issues. The only issue is, unlike the other if statement, this one doesn't return the sprite to the wanted position. If I lower the if statement to something like 1000, the sprite disappears from the screen.
Any help appreciated.
Player.move(640,0);
Your moving your player 640 pixel on the X-axis. This means that when the player gets to x > 1279, i.e. at the right end of your world, you move the player further to the right. So it disappears.
You might want to use setPosition instead of move here, or simply don't move the player, etc...

Board Game using SDL

I am building a board game in SDL and here is the problem I am currently facing.
I have a pawn on square 1 and I roll the dice. Based on the value I get on the dice the pawn moves to another square. I am bale to move the pawn after i read the SDL tutorials online. But the problem I am facing is that after moving the pawn to a new location the old pawn still stays at the old location. The tutorials I found on the internet moves a dot but also refreshes the background to cover up the old dot. But I cant do that as my game board is intricate and there are pawns from other players sitting there.
Is there a way in SDL that I could really move a pawn instead of having to create a new pawn at the new location and covering up the old pawn?
The fundamental concept of sprites: Before you insert the sprite, you save a copy of the original screen content. When you need to remove the sprite, you just paste the stored old content back in.
You will have to process all your objects in the correct order (LIFO) for this to work. Since you'll usually be double-buffered, this happens on the cold buffer, so this isn't an issue.
No, your code will need to be able to redraw that board position with the pawn missing. There isn't any way for the computer to automatically reconstruct what the board should look like without the pawn.
It sounds like your render code is mixed in with your game logic. You ought to separate rendering so that you can redraw the complete game scene with a single function call, which you can then use whenever a visible change is made to the game state.

Cocos2d scroll layer on Sprite drag

I have designed a small tutorial named "Stacker", As the name suggests, The game involves stacking blocks on each other. I have a large number of blocks to be stacked and hence all cant be accomodated in the screen itself... I m new to cocos2d and box2d but have managed to create a body with its adjoining sprite wen a user clicks on the screen. I have used MouseJoint to give movement to the body till the user performs the drag action that is till the user takes his finger off the screen.
The problem is that i need to follow the sprite (actually need the camera to follow the sprite) when the user drags it above the screen space, i referred the following links with no success... i guess wat i need is to move the body to a virtual coordinates which m not getting coz even if the screen does shift using the camera methods, but the sprite doesnt move with respect to the screen...
cocos2d forum link
flash concept but box2d
Can some1 guide me in case i need to have some pre-requisites before following camera in the manner i specified.. Thanx!
Ok Guys!
Got it guys! Had to take a global variable which records the increments per frame, The increments were equal to the layer movement which i did by setting the position of the layer to a unit less in every frame! Then set the Mouse join to the target which is (ScreenCoordinates + increment) dis too has to be done in every frame!
Done!
Cool method but needed a bit of brainstorming!!