I'm working towards a big racing game project, and just finished the movement engine so I decided to show it off here. [controls] Press Up to move forward Press Left and Right to turn Editor controls: Press 0 to toggle wall edit mode Press 9 to save walls Press 8 to reset walls Go into project to change things like max speed and how many walls spawn. [important] When you're in wall edit mode, you can't move but you can drag walls around with the mouse, make sure to not drag them into the edges of the screen, though. Walls are reloaded from list on start. oh and make sure the edit mode is toggled off when reloading or the walls get stuck in a circle... Unless you can't find your walls And don't mind the slightly inaccurate fps. That's just how many times the player sprite's code is run per second and its rounded up so...
I made this because somehow nobody has made a top down movement system where you slide on walls??? Also if you will make a game with this i recommend drawing all the graphics right on top of the hitbox and walls, and not changing any of the existing sprites unless you want to make the hitbox bigger or add different shapes of walls. (But I haven't tested if that disrupts the <if touching " "> block... Good luck! ...also if it does im screwed) All graphics and code by me, walls inspired by pannenkoek2012's super mario 64 invisible wall video. ^ Which is also where i got the inspiration to make my movement system have the walls tell the player sprite which direction and how hard to be pushed rather than the player checking if its touching a wall and trying to find out what direction the wall is... Yes I tried that and failed it was too laggy even on turbowarp with pixel color checks at least