quattj
Member
My game project relies heavily on view usage. The automatic compatibility scripts seem to be working mostly well, but I am having a few issues with object movement, and I have lines of code that went from this:
That's pretty durn ugly.
So can someone tell me how I would best update my old view options to work natively with the new camera settings/functions? Basically, I need a reference of conversions of the old view functions into camera related functions... I think. Plus I need to set a camera to use.
Ones I can think of off the top of my head that I use:
Also, there are changes in lots of my objects that now look like
It used to be
Is it because I originally used a single = for comparison instead of the double == ?
if ((xval > view_xview[0] + view_wview[0]) or (xval < view_xview[0]))
to this:
if ((xval > __view_get( e__VW.XView, 0 ) + __view_get( e__VW.WView, 0 )) or (xval < __view_get( e__VW.XView, 0 )))
That's pretty durn ugly.
So can someone tell me how I would best update my old view options to work natively with the new camera settings/functions? Basically, I need a reference of conversions of the old view functions into camera related functions... I think. Plus I need to set a camera to use.
Ones I can think of off the top of my head that I use:
view_xview
view_yview
view_hview
view_wview
view_yview
view_hview
view_wview
view_hspeed
view_vspeed
view_vspeed
Also, there are changes in lots of my objects that now look like
var __b__;
__b__ = action_if_variable(can_be_hurt, 1, 0);
if __b__
Curious why this would happen.__b__ = action_if_variable(can_be_hurt, 1, 0);
if __b__
It used to be
if (can_be_hurt = 1)
Is it because I originally used a single = for comparison instead of the double == ?