: "tryUp" copy block at 21 29 for 3 by 4 to 21 32 if c?? Sprite_colliding p?? at "spr0_x" "(&spr0_y&-1)" then "doInputs" if spacepressed then "doUpAttack" dec "spr0_y" by 1 cycle 1 goto "doInputs"
Now, the intent was for the sprite to collide with a wall and not do anything. Dunno why it wasn't working, that's not the issue. The issue is that this code DOES make the sprite stop. In seemingly random places and the BLOCKABLE/SOLID/NORMAL blocks I have on the map do affect it...but it's so random...consistently so.
So In one map, I have copy and pasted an artsy fartsy collection of customblocks and made a solid rectangle around a single screen...and the sprite will detect a wall in the middle of the screen both horizontally and vertically. On a different board with the same robots and sprite, etc and this one is just a simple solid wall all the way around, the sprite stops randomly around apparently a single character block near the bottom left of the board.
ANd changing NOTHING about the boards, I switched all the code referencing sprite 0 to reference sprite 1 and suddenly, no more hidden walls...(now I can figure out why my collision detection code isn't working! LOL)
But was wondering if there's quirks to sprite 0 and/or maybe this is a bug? I can post a sample board if needed.
This post has been edited by hseiken: 27 November 2024 - 01:47 AM