Fixed screen positioning bug when jumping over ledges near the top or left of a map

This commit is contained in:
Maruno17
2023-01-26 18:33:21 +00:00
parent b0b6e675c3
commit a0af8e6eb5
4 changed files with 78 additions and 112 deletions

View File

@@ -544,18 +544,6 @@ end
#===============================================================================
# Player/event movement in the field
#===============================================================================
def pbLedge(_xOffset, _yOffset)
if $game_player.pbFacingTerrainTag.ledge
if pbJumpToward(2, true)
$scene.spriteset.addUserAnimation(Settings::DUST_ANIMATION_ID, $game_player.x, $game_player.y, true, 1)
$game_player.increase_steps
$game_player.check_event_trigger_here([1, 2])
end
return true
end
return false
end
def pbSlideOnIce
if $game_player.pbTerrainTag.ice && $game_player.can_move_in_direction?($game_player.direction)
$PokemonGlobal.ice_sliding = true
@@ -605,29 +593,6 @@ def pbMoveTowardPlayer(event)
$PokemonMap&.addMovedEvent(event.id)
end
def pbJumpToward(dist = 1, playSound = false, cancelSurf = false)
x = $game_player.x
y = $game_player.y
case $game_player.direction
when 2 then $game_player.jump(0, dist) # down
when 4 then $game_player.jump(-dist, 0) # left
when 6 then $game_player.jump(dist, 0) # right
when 8 then $game_player.jump(0, -dist) # up
end
if $game_player.x != x || $game_player.y != y
pbSEPlay("Player jump") if playSound
$PokemonEncounters.reset_step_count if cancelSurf
$game_temp.ending_surf = true if cancelSurf
while $game_player.jumping?
Graphics.update
Input.update
pbUpdateSceneMap
end
return true
end
return false
end
#===============================================================================
# Bridges, cave escape points, and setting the heal point
#===============================================================================