Swing Physics code broke after 2.3 update.

I've read the release notes on the Gms2.3 update and it seems like nothing (that should effect my code) has been changed. I'm making a sonic game and I programmed a swing to move sonic accordingly when it's in motion. The code was fine till after the update. Sonic will move along in the correct y-axis, but moves in the negative x motion. I've tried simply putting a "-" before the same code and it hasn't worked. I've also tried using the y-axis coding and switching the "sin" to "cos", no luck. I'm kinda getting frustrated cuz I don't really have time for these errors since I'm on a deadline, but I could really use that new sequencing resource for a new start screen animation (among many other things.)

Any help is much appreciated, and please tell if more information is required.


All the code in the object is pasted below
// Create Event

/// @description Insert description here
// You can write your code in this editor
scr_create()
on_screen = off
// Radius lengths
chain[1] = 128;
chain[2] = 192;
chain[3] = 256;
chain[4] = 384;
chain[5] = 448;

scr_timer(0,5)
scr_timer(1,5)

// Movement Vars
radius = chain[2];

// Angle Variables
angle_right_limit = 340;
angle_left_limit = 200;
center_point = 270;
angle = angle_left_limit;

// Swing Variables
depth = 0; // Depth
vsp = 0; // Speed of swing
swing_rate = -0.8; // Swing kick
grav_force = 0 // gravity applied forces
left = -1 // Direct var
right = 1 // Direct var
move_direct = left; // Direction

// The gravity and speed work together. Multiply each set by 2 for faster results
grav = 0.03
spd_lmt = 2.5



// Collision
dif_x = 0;
dif_y = 0;

created = 0
/*
if radius == chain[0]
{
cord = obj_chain_0;
}
else if radius == chain[1]
{
cord = obj_chain_1;
}
else if radius == chain[2]
{
cord = obj_chain_2;
}
else if radius == chain[3]
{
cord = obj_chain_3;
}


xpos = lengthdir_x(radius,angle);
ypos = lengthdir_y(radius,angle);

near_plat = instance_create_depth(x+xpos,y+ypos,5,obj_swingplt);
chain_link = instance_create_depth(x,y,5,cord)
chain_link.image_angle = angle


// Step Event

/// @description Insert description here
// You can write your code in this editor
var ALL = angle_left_limit
var ARL = angle_right_limit
var cp = center_point
if created == 0
{
if radius == chain[0]
{
cord = obj_chain_0;
}
else if radius == chain[1]
{
cord = obj_chain_1;
}
else if radius == chain[2]
{
cord = obj_chain_2;
}
else if radius == chain[3]
{
cord = obj_chain_3;
}


xpos = lengthdir_x(radius,angle);
ypos = lengthdir_y(radius,angle);

near_plat = instance_create_depth(x+xpos,y+ypos,5,obj_swingplt);
chain_link = instance_create_depth(x,y,5,cord)
chain_link.image_angle = angle

created+= 1
}


if global.pause == off
{
// Point of Equilibrium
if angle == cp
{
grav_force = 0
}
// apply Negative Gravity
if angle > cp
{
grav_force = grav
vsp-= grav_force
}
if angle < cp
{
grav_force = grav
vsp+= grav_force
}
if grav_force == 0
{
if move_direct == left && angle > ALL
{
if vsp >= -spd_lmt vsp-= abs(swing_rate)
}
if move_direct == right && angle < ARL
{
if vsp <= spd_lmt vsp+= abs(swing_rate)
}
}
if angle <= ALL || (floor(abs(vsp)) == 0 && angle < cp)
{
move_direct = right
}
if angle >= ARL || (floor(abs(vsp)) == 0 && angle > cp)
{
move_direct = left
}
// Clamp
if vsp > spd_lmt vsp = spd_lmt;
if vsp < -spd_lmt vsp = -spd_lmt;


angle+= vsp

chain_link.image_angle = angle
}
near_plat.x = x+lengthdir_x(radius,angle);
near_plat.y = y+lengthdir_y(radius,angle);

// End Step Event

/// @description Insert description here
// You can write your code in this editor
var rate = vsp
var sonic = Player
var swing = obj_swing
with(near_plat) // Near_plat is the id used for the board sonic is on.
{
var dif_x = floor(x)-floor(xprevious)
if sonic.action != sonic.act_death
{
if place_meeting(x,y-1,sonic) && solid == 1
{
if solid == 1
{
sonic.x+= dif_x
sonic.y-= (-1*sin(swing.angle)*rate)/swing.radius
}
}
}
}

Any help is much appreciated.
 

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