It was based off of tile movement. A good portion of my x,y put you on the other side of a door at mid tile points. Especially in the dungeon levels where the north & south doors take up 2 tiles & the entry point is between those 2 tiles.
As for map transitions in Blockman, I'm uncertain I want to share that code as because I really need to recode that project for Sphere 2.0+ API. I'm waiting for that CakraCore engine. I use a floating camera too and there are issues with the camera working correctly on Sphere 1.5 API. Basically the map transition scripts are activated when the camera hits past the edges of the map, not the input character. This makes things weird sometimes.
The old forums shortened the window, and added a scrollbar.
Just noticed the mentions section on these new forums. I'm trying to read everything but there's been a lot of talk! Anyways here's some answers for ya'll:As for Analogue, here is a version I had on github as a gist:https://gist.github.com/Radnen/5882431(I would use the gist tags, but the code gets long. The old forums shortened the window, and added a scrollbar.)
As for map transitions in Blockman, I'm uncertain I want to share that code as because I really need to recode that project for Sphere 2.0+ API. I'm waiting for that ChakraCore engine. I use a floating camera too and there are issues with the camera working correctly on Sphere 1.5 API. Basically the map transition scripts are activated when the camera hits past the edges of the map, not the input character. This makes things weird sometimes.
Rhuan helped me come up with a way to handle the map transitions. It's a very good starting point but I need to find a way for the player not to be able to move across the map while the transition is occurring.