The Dink Network

Direction problems

May 4th 2005, 08:36 PM
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carrie2004
Peasant She/Her Canada
*chomp* 
I know that
move_stop(&man, 6, 6, 1);
will make the man go north
could someone just tell me the other ones...
again...
I tried :
move_stop(&man, 8, 8, 1);
and he went north too
and I tried :
move_stop(&man, 4, 6, 1);
and I'm pretty sure he disappeared on that one.

May 4th 2005, 08:42 PM
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The number pad gives directions:
------------8=North
4=West---------------6=East
------------2=South

The order is direction, then destination, I think... so:

move_stop(&man, 6, 6, 1); //Moves you east to pixel 6, which is somewhere off the screen to the left, and might be a problem.

I might have that backwards . I think:
move_stop(&man, 2, 400, 1); //Moves you south...

I could be totally wrong... I don't know why I'm answering...
May 5th 2005, 06:40 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
The screen is 640*480, but the playing area is only 600*400. The last 80 pixels of the height are taken by the statusbar, and the 40 pixels of width are split into the two screenlock-bars of 20 pixels each. So if you want something to move to the leftmost pixel, you'll want to move_stop(&sprite, 4, 21, 1); The dink engine will think that if Dink (just dink) is on a x-coord < 21 he must move to the next screen.

Also, if you try to move to the east (dir 6) but to an x-coordinate that lies to the west, Dink (or whoever you want to move) won't move at all. Similar cases with moving north to a pixel south of the sprite, or moving west to a pixel on the east, etc...