>>Ah. So do I need to change my code keep what I have because what
>>I have right now seems to be working, more or less.
>Yes, I recommend you change your code.
Hmm....
So when you said " when moving up, you really want
to check points A and B, which are slightly
higher than the corners of your sprite.", -4
is going to be what I want, as shown below ?
if Keyboard.AsyncKeyDown(&h7E) then //UP
Knight.myDirection = "up"
Knight.frameIndex = ((Knight.FrameIndex+1) mod 3) + 3
CornerX = (Knight.X-4)// This should be the Top Left
CornerY = (Knight.y-4)// ...
CornerCol = (CornerX\32)// And this should be the its Col/Row
CornerRow = (CornerY\32)// ...
if TileIDAtColRow(3,CornerCol,CornerRow) > 0 Then
return
end if
CornerX = (Knight.X+32-4)// This should be Top Right
CornerY = (Knight.y)-4// ...
CornerCol = (CornerX\32)// And this should be its Col/Row
CornerRow = (CornerY\32)// ...
if TileIDAtColRow(3,CornerCol,CornerRow) > 0 Then
return
end if
Knight.y = (Knight.y -6) - Knight.RunSpeed
return
END IF
Also I tried -Knight.RunSpeed from the Corner's but the knight
would stop that extra amount away from an object. If I let go of shift then he
would move close to the object, though I can still move freely.
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