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en:tutorials:orxscroll:binding-orxscroll [2024/05/06 18:08 (11 months ago)] – Remove some extraneous syntax hcartyen:tutorials:orxscroll:binding-orxscroll [2024/05/06 18:10 (11 months ago)] (current) – Update to match project renaming from binding-of-objects to BindingOfObjects hcarty
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 </code> </code>
  
-Add the following lines to ''binding_of_objects::BindObjects'' in ''binding-of-objects.cpp'' after the line for ''"Object"'':+Add the following lines to ''binding_of_objects::BindObjects'' in ''BindingOfObjects.cpp'' after the line for ''"Object"'':
  
 <code c> <code c>
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 The code should be almost self-explanatory. The hero's movement speed will be pulled from its config value. The update function (called every frame) sets the speed of the character based on what keyboard arrow is pressed. The ''OnCollide'' function adds a "flash" effect to the character. The code should be almost self-explanatory. The hero's movement speed will be pulled from its config value. The update function (called every frame) sets the speed of the character based on what keyboard arrow is pressed. The ''OnCollide'' function adds a "flash" effect to the character.
  
-You have to modify the ''binding_of_objects::BindObjects'' function to make it bind the new ''Hero'' class to the ''O-Hero'' object. Otherwise, the Hero will not be bound to its class and will just stand still in the middle of the screen!+You have to modify the ''BindingOfObjects::BindObjects'' function to make it bind the new ''Hero'' class to the ''O-Hero'' object. Otherwise, the Hero will not be bound to its class and will just stand still in the middle of the screen!
  
 Try to do those things yourself. If you need help, though, here are the lines to add: Try to do those things yourself. If you need help, though, here are the lines to add:
en/tutorials/orxscroll/binding-orxscroll.1715044098.txt.gz · Last modified: 2024/05/06 18:08 (11 months ago) by hcarty