Here is my movement code for the player:
(WARNING: PSEUDO CODE AHEAD) My problem is when the player attempts to move outside of the boundaries, they do for a split second, THEN the code forces them back. This turns into a player constantly twitching if they constantly try to cross the boundary. What I want, is to grab the player's position from what would happen if they attempted to cross. This is what I mean by what I want:
Now I guess that I could make this happen by having a clone box off screen move first, as in:
But I think that would eat up too much resources, and that there is a better solution. Or am I wrong?
The link Lipis gave in comment indeed explains the
So by making sure we never set the value outside the allowed range we won't get jittering.