Difference between revisions of "How to move a sprite with directional inputs"
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Line 10: | Line 10: | ||
speed = 10 // pixels per frame | speed = 10 // pixels per frame | ||
while true | while true | ||
− | sp.x = | + | sp.x += key.axis("Horizontal") * speed |
− | sp.y = | + | sp.y += key.axis("Vertical") * speed |
yield | yield | ||
end while</ms> | end while</ms> | ||
Line 29: | Line 29: | ||
dy = dy / dlen | dy = dy / dlen | ||
end if | end if | ||
− | sp.x = | + | sp.x += dx * speed |
− | sp.y = | + | sp.y += dy * speed |
yield | yield | ||
end while</ms> | end while</ms> |
Latest revision as of 04:12, 14 January 2024
Directional (horizontal and vertical) inputs in Mini Micro are best detected using the key.axis
method. This will respond to arrow keys, WASD, and any connected gamepad/joystick. This gives the player maximum flexibility in controlling their character.
key.axis
returns a value from -1 (left/down) to 1 (right/up), with 0 being when no input is given. So, you can simply multiply this by the maximum amount you want to move the sprite, and add it to the sprite's x or y position.
Example
sp = new Sprite
sp.image = file.loadImage("/sys/pics/Wumpus.png")
display(4).sprites.push sp
speed = 10 // pixels per frame
while true
sp.x += key.axis("Horizontal") * speed
sp.y += key.axis("Vertical") * speed
yield
end while
One possible drawback to the example above is that the sprite can move faster diagonally than when moving straight left/right/up/down. To avoid that, you can normalize the total inputs when their length is greater than 1, as shown below.
sp = new Sprite
sp.image = file.loadImage("/sys/pics/Wumpus.png")
display(4).sprites.push sp
speed = 10 // pixels per frame
while true
dx = key.axis("Horizontal")
dy = key.axis("Vertical")
dlen = sqrt(dx * dx + dy * dy)
if dlen > 1 then
dx = dx / dlen
dy = dy / dlen
end if
sp.x += dx * speed
sp.y += dy * speed
yield
end while