Hello, I’m trying to make the player sprite to be bounded within the camera. So I created 4 blank sprites and used them as invisible walls at the edges of the camera. I initially had a problem with the right bound, and I solved this by moving the sprite within the camera (even though I don’t know why, but it works).
I also had a second problem, which I did not exactly resolve: when the player collided with the bound it kinda got stuck, like it retained the speed in that direction and waited for it to became 0. So I added the “Change the speed on the * axis to 0” (* depends on which bound you touch, Up and Down = Y axis, Right and Left = X axis) and now it doesn’t get stuck anymore BUT something weird happens: when a speed gets applied on the other axis it won’t decrease.
I’ll explain with an example: if I’m going right, and I touch the right bound the player won’t get “stuck” and will stop but if I keep pressing Right and press for an instance Up/Down the player will go Up/Down without stopping (until it, obviously, touches the Up/Down bound).
I’m kinda confused of why this happens and can’t figure out how to solve it, any help?
I understand. I just suggested the extension to give you some inspiration to solve your problem differently. Using sprites as boundaries is one method but you could also just use the screen width and height to limit the movement of your player.
For solving your problems with the sprites, it would be helpful if you could post a screenshot of your events.
The sliding effect along the border which you don’t want is only slightly there, so maybe that’s already okay.
This is because you don’t limit the movement along the y-axis (or in the case of the other borders on the x-axis). The player-sprite collides and is separated from the border-sprites, it cannot move in that direction but it can slide along the border on the other axis.
Maybe I’ll also try the second solution. I’ll try to add a “change the speed on the * axis to 0” where * equals to the other axis (e.g. if you go left the Y axis gets to 0). Do you think it could work?