Need help with playerFacingAfter code

L

LiamCollie

Guest
Hello! I'm extremely new to GMS2 and I am learning GML2 along with a video on YT from CosmoAstronaut's series Farm RPG.

And I am at the point of room transitions and with the playerFacingAfter through the game object and what not.

My issue is, when I go to the transition object I made after doing all the code in game object, player object etc. When I transition to the next room, my player is facing downward, regardless what I ser "playerFacing = dir.up ;"

But in the code for the playerFacingBefore works just fine. I am not using the same sprites as she is mine are are different in size.

Right here is my transition object's creation code.


Player code create;


Code:
w_spd = 1;
n_spd = 2;
r_spd = 3;
spd = n_spd;

x_frame = 0;
y_frame = 0;

facing = 0;
Player Step;

Code:
//---INPUT
input_left  = keyboard_check(vk_left) ;
input_right = keyboard_check(vk_right) ;
input_up = keyboard_check(vk_up) ;
input_down = keyboard_check(vk_down) ;
input_walk = keyboard_check(vk_control) ;
input_run = keyboard_check(vk_shift) ;

//--- ALTER SPEED
if(input_walk or input_run) {
    spd = abs((input_walk*w_spd) - (input_run*r_spd) ) ;
} else {
    spd = n_spd;
}

//---RESET MOVE VARIABLES
moveX = 0;
moveY = 0;

//---INTENDED MOVEMENT
moveY = (input_down - input_up) * spd;
if(moveY == 0) { moveX = (input_right - input_left) * spd; }

//---COLLISON CHECKS

//Direction Facing
if(moveX != 0) {
    switch(sign(moveX) ) {
        case 1: facing = dir.right; break;
        case -1: facing = dir.left; break;
    }
} else if(moveY != 0) {
    switch(sign(moveY) ) {
        case 1: facing = dir.down; break;
        case -1: facing = dir.up; break;
    }
} else {
    facing = -1;
}


//Objects
var inst = instance_place(x,y,obj_transition) ;
if(inst != noone and facing == inst.playerFacingBefore) {
    with(game) {
        if(!doTransition) {
        spawnRoom = inst.targetRoom;
        spawnX = inst.targetX;
        spawnY = inst.targetY;
        spawnPlayerFacing = inst.playerFacingAfter;
        doTransition = true;
        }
    }
}

//Horizontal
if(moveX != 0) {
    if(place_meeting(x+moveX, y, obj_collision) ) {
    repeat(abs(moveX) ) {
        if(!place_meeting(x+sign(moveX) , y, obj_collision) ) { x += sign(moveX); }
       else { break; }
    }
    moveX = 0;
   }
 }

//---Vertical
if(moveY != 0) {
    if(place_meeting(x, y+moveY,  obj_collision) ) {
    repeat(abs(moveY) ) {
        if(!place_meeting(x+sign(moveX) , y, obj_collision) ) { x += sign(moveX); }
        else { break; }
    }
    moveY = 0;
   }
}
 //---APPLY MOVEMENT
 x += moveX;
 y += moveY;
Player Draw;

Code:
var anim_length = 3;
var anim_speed = 5;
var frame_size = 22;

switch(facing) {
    case dir.left: y_frame = 6; break;
    case dir.right: y_frame = 1; break;
    case dir.up: y_frame = 4; break;
    case dir.down:  y_frame = 0; break;
    case -1:    x_frame = 0; break;
}

//--- Draw Sprite
draw_sprite_part(spr_player,0, floor(x_frame)*frame_size, y_frame*frame_size, frame_size, frame_size,x,y,);

//---Speed Increment
if(x_frame < anim_length -1) { x_frame += anim_speed/60; }
else                         { x_frame = 0; }
-------------

And this here is my game object code

Create:

Code:
///description
randomize() ;
room_goto_next()

guiWidth = display_get_gui_width() ;
guiHeight = display_get_gui_height() ;

blackAlpha = 0;

spawnRoom = -1;

spawnPlayerFacing = -1;
doTransition = false;

spawnX = 0;
spawnY = 0;

enum dir {
    right = 0,
    up = 90,
    left = 180,
    down = 270,
}
Draw GUI

Code:
if(doTransition) {
    //BlackFade/RT
    if(room != spawnRoom) {
        blackAlpha += 0.1;
        if(blackAlpha >= 1) { room_goto(spawnRoom) }
    } else {
        blackAlpha -= 0.1;
        if(blackAlpha <= 0) { doTransition = false; }
    }

draw_set_alpha(blackAlpha) ;
draw_rectangle_colour(0,0, guiWidth, guiHeight, c_black, c_black, c_black, c_black, false)
draw_set_alpha(1) ;
}
Room Start;

Code:
if(spawnRoom == -1) exit;
obj_player.x = spawnX;
obj_player.y = spawnY;
obj_player.facing = spawnPlayerFacing;

with(obj_player) {
    switch(facing) {
    case dir.left: y_frame = 6; break;
    case dir.right: y_frame = 1; break;
    case dir.up: y_frame = 4; break;
    case dir.down:  y_frame = 0; break;
}
}
---------------

This here is my object transition create code
Code:
targetRoom = -1;
targetX = 0;
targetY = 0;

playerFacingBefore = -1;
playerFacingAfter = -1;
--------------
This is my room 1 room settings, not sure if this matters or not.


And the forest room;





Maybe I should also add the camera code as well.

Camera Create;

Code:
following = obj_player;
h_border = 60;
v_border = 30;
Step;

Code:
x = clamp(x, following.x-h_border, following.x+h_border) ;
y = clamp(y, following.y-v_border, following.y+v_border) ;
---------------

I know absolutely nothing about GML and I just been following along with the Farm RPG tutorial, and maybe my screw up is not using the same sprites exactly? I dont know, I am new at this lol I really love GMS2 and really enjoying it, but I been trying to go back and figure out, why the playerFacingAfter part isnt doing anything.

Cuz in the end, I want to make something simular to Stardew/Harvest Moon then more RPG based stuff as in like Final Fantasy inspired (Grew up playing that on SNES <3 )

But yeah, any pointer any help is highly appreciated :D

Thank you for your time :)
 

Slyddar

Member
You could add a breakpoint at the start of the collision between the player and the transition object (F9), and press F6 to run in debug mode, and then step through the code (F11) after the transition happens and see why it points you the wrong way.

As for the debugger, check out these reference if you've never used it. Some very useful information.

Debugging - https://developer.amazon.com/blogs/...7228a3107d1/debugging-with-gamemaker-studio-2
Advanced Debugging - https://developer.amazon.com/blogs/...debugging-and-profiling-in-gamemaker-studio-2
 
L

LiamCollie

Guest
Where would I set the breakpoint in the code? In the player object, transition object or game object? Since I am using the game object to really control things from the video tutorial is teaching
 

Slyddar

Member
Add the breakpoint at the collision with the transition object, then step through the code from there to see where it changes. You can even add a watch on the players facing to ensure it's correct from that position.
 
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