I am starting to build a 2d maze game, and I want to limit player movement along a set path
I'm thinking to simply use Curvy to set a spline across the entire maze (including to deadends), and then wherever the player drags- use GetNearestPointTF() with the touch/mouse position to snap the object to the result on that hidden spline
Does that make sense? Not sure if I get what GetNearestPointTF() is for (i.e. I'm assuming it can take any point on the screen- but maybe it's actually expecting another point on the spline or something?)
Either way I think I'll purchase Curvy since I need it for other stuff too (3d camera paths)- but would really appreciate advice on if this is a good approach before I dive in. My math isn't so great and I'm sure you guys have done tons of work to make this sort of stuff high-performance and reliable.
Thanks!!
Oh I should add- it's a... erm... curvy maze, not straight lines
I'm thinking to simply use Curvy to set a spline across the entire maze (including to deadends), and then wherever the player drags- use GetNearestPointTF() with the touch/mouse position to snap the object to the result on that hidden spline
Does that make sense? Not sure if I get what GetNearestPointTF() is for (i.e. I'm assuming it can take any point on the screen- but maybe it's actually expecting another point on the spline or something?)
Either way I think I'll purchase Curvy since I need it for other stuff too (3d camera paths)- but would really appreciate advice on if this is a good approach before I dive in. My math isn't so great and I'm sure you guys have done tons of work to make this sort of stuff high-performance and reliable.
Thanks!!
Oh I should add- it's a... erm... curvy maze, not straight lines