9 hours ago
(10 hours ago)Petr Wrote: In the original version (first from the top), I found out that line 302 does it. The frame synchronization is done by Move_Team. I think that on line 302, the target location will be somehow wrong. It doesn't distinguish where the movement is going and places the frame the same way as line 297 - but line 297 it is used in case the characters are always going in the same direction, if I understand it correctly.
I don't know how you could sharpen 4 directions of movement with a single mathematical determination of the frame in the source image at the end of the _PutImage command on line 302.
I think there is something being lost in translation. "sharpen 4 directions" ?
the line numbers do not match as well, 302 for me is an END SUB.
I am guessing that the line numbers are supposed to be for the _PUTIMAGE lines.
if that is the case, the first _PUTIMAGE (your line 297 I believe) is for a stationary tile, when they are not moving. (NOT G.Moving)
the second _PUTIMAGE is for the moving animation (line 302)
Direction is determined by p().CD.Dirc which is set when the player presses an arrow key and propagated to the other characters with the Move_Team sub.
I think I have to have the following characters move with the map to help fix the jump, because the main character stays in place and the map moves around her. Which I think is what is happening to the following characters, the map is moving around them and they need to be moving more with the map.
I just have not figured out how to do that yet.