TAXTER's Forum Posts

  • 8 posts
  • Thanks, I'll try it.

  • Hello, I have problems making the isometric effect with the character and the objects on the map.

    The thing is that my character is in 4 separate sprites, I put them together using events

    What happens is that each sprite has its own point of origin so that means that parts of the character are seen below the object and others above it, when I want everything to be seen together at the same time

    There will be a way that several sprites can be grouped and have only one point of origin

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  • If it could be that the armor is shown on top of the character, the thing is that I want to do something to put the armor on and add health and I already handle that well

  • I need help with this or ideas I can implement

    I have a character, it is a sprite, it has its animation in 8 directions.

    I want to apply armor and have it show on the character that they recommend me to do.

  • I have several matrices, but I want to simplify something. I have certain zones separated by variables, for example, the variable "zona_inv" which belongs to the inventory matrix and the variable "zona_hotbar" in the Hotbar matrix.

    But I'm going to have another matrix, for example, let's call it matrix "X" and it's in zona_X.

    If I want to store some information in the Hotbar matrix and another part of the information in another matrix, but only by comparing the zones, I want it to be saved in the corresponding matrix.

    That is, if the zone is Zona_INV, the information should be saved in the INV matrix.

    But if the zone were Zona_X, it should be saved in the X matrix.

    I'm not sure if I'm explaining myself clearly. If I don't find a way to simplify this, I'll have to add more programming to save the data where it belongs, making many comparisons, but I want to know which zone it belongs to and save it in.

    I need help with this or any ideas. Thanks.

  • I'm working on an inventory system.

    The functions are to drop items into empty spaces, and if the space is occupied, the items are swapped if they don't have the same ID.

    However, I'm having a problem when adding the sum.

    I have two arrays, one called hotbar and the other INV.

    I'm supposed to have keys so that each action function is executed. When the key is 0, it saves the information to the variables in G and clears the information from the INV array, or the same happens in the hotbar array.

    When the key is 1, it loads the information from the variables in G into empty spaces, either in the INV or hotbar array.

    The issue is that when the function is 1 and I compare the variables G_ID=DES_ID to apply the sum, if that's active, I get a strange error that I don't understand.

    If I click on the item with the function set to 0, it should save the information, but instead, it sends that information to the hotbar array, which shouldn't happen.

    But this only happens if the sum is active. which is inside the key of function 1, meaning function 1 is not activated if the data has not been loaded.

    But if I deactivate the summing within function 1, everything works correctly again without performing summations.

    Here's a video of the ones I've programmed.:

    youtu.be/PPqjTRO5l9k

    Here is a copy of the programming:

    [click to take 3]

    ----+ Mouse: The cursor is over SLOT

    ----+ System: InvOpen is true

    --------+ System: SLOT.ZONE = ZONE_INV

    ---------> System: Set DES_ID to Inv.En(SLOT.POSX,SLOT.POSY,Z_ID)

    ---------> System: Set DES_QTY to Inv.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    ---------> System: Set DES_X to SLOT.POSX

    ---------> System: Set DES_Y to SLOT.POSY

    ---------> System: Set DES_ZONE to SLOT.ZONE

    --------+ System: SLOT.ZONE = ZONE_INVBAR

    ---------> System: Set DES_ID to HotBar.En(SLOT.POSX, SLOT.POSY, Z_ID)

    ---------> System: Set DES_QTY to HotBar.En(SLOT.POSX, SLOT.POSY, Z_QTY)

    ---------> System: Set DES_X to SLOT.POSX

    ---------> System: Set DES_Y to SLOT.POSY

    ---------> System: Set DES_ZONE to SLOT.ZONE

    ----+ Mouse: [X] Cursor is over SLOT

    ----+ System: InvOpen is true

    -----> System: Set DES_ID to 0

    -----> System: Set DES_QTY to 0

    -----> System: Set DES_X to 0

    -----> System: Set DES_Y to 0

    -----> System: Set DES_ZONE to 0

    ----+ Mouse: On Left Click on SLOT

    ----+ System: Is InvOpen true

    --------+ System: G_DRAGacti = 0

    ------------+ System: SLOT.ZONE = ZONE_INV

    ------------+ System: DES_ID > 0

    -------------> System: Set G_ID to Inv.En(SLOT.POSX,SLOT.POSY,Z_ID)

    -------------> System: Set G_QTY to Inv.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    -------------> System: Set G_X to SLOT.POSX

    -------------> System: Set G_Y to SLOT.POSY

    -------------> System: Set G_IDSUMA to Inv.En(SLOT.POSX,SLOT.POSY,Z_ID)

    -------------> System: Set G_QTYSUMA to Inv.En(SLOT.POSX, SLOT.POSY, Z_QTY)

    -------------> System: Set G_XSUMA to SLOT.POSX

    -------------> System: Set G_YSUMA to SLOT.POSY

    -------------> System: Set G_ZONE to SLOT.ZONE

    -------------> Inv: Set value in (G_X, G_Y, Z_ID) to 0

    -------------> Inv: Set value in (G_X, G_Y, Z_QTY) to 0

    -------------> System: Set G_STACKMAX to SLOT.MAXSTACK

    -------------> System: Set G_STACKEABLE to SLOT.STACKEABLE

    -------------> System: Set G_DRAGGING to True

    -------------> System: Set G_DRAGacti to 1

    -------------> System: Set UI_DIRTY to 1

    ------------+ System: SLOT.ZONE =ZONE_INVBAR

    ------------+ System: DES_ID > 0

    -------------> System: Set G_ID to HotBar.En(SLOT.POSX,SLOT.POSY,Z_ID)

    -------------> System: Set G_QTY to HotBar.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    -------------> System: Set G_X to SLOT.POSX

    -------------> System: Set G_Y to SLOT.POSY

    -------------> System: Set G_IDSUMA to HotBar.En(SLOT.POSX,SLOT.POSY,Z_ID)

    -------------> System: Set G_QTYSUMA to HotBar.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    -------------> System: Set G_XSUMA to SLOT.POSX

    -------------> System: Set G_YSUMA to SLOT.POSY

    -------------> System: Set G_ZONE to SLOT.ZONE

    -------------> HotBar: Set value in (G_X, 0, Z_ID) to 0

    -------------> HotBar: Set value in (G_X, 0, Z_QTY) to 0

    -------------> System: Set G_STACKMAX to SLOT.MAXSTACK

    -------------> System: Set G_STACKEABLE to SLOT.STACKEABLE

    -------------> System: Set G_DRAGGING to True

    -------------> System: Set G_DRAGacti to 1

    -------------> System: Set UI_DIRTY to 1

    --------+ System: G_DRAGacti = 1

    ------------+ System: SLOT.ZONE = ZONE_INV

    ----------------+ System: DES_ZONE = G_ZONE

    --------------------+ System: DES_ID = 0

    --------------------+ System: G_DRAGacti = 1

    ---------------------> Inv: Set value in (DES_X, DES_Y, Z_ID) to G_ID

    ---------------------> Inv: Set value in (D

    • Post link icon

    les comento que estoy trabajando en un inventario

    las funciones de soltar el ítem en espacios vacíos y si el espacio esta ocupado los ítem se intercambian si no son de la misma id

    pero a la hora de agregar la suma me sale un problemas

    tengo dos matrices una que se llama hotbar y otra INV

    se supone que tengo llaves para que cada acción función cuan la llave esta 0 permite guardar la información en las variables de G y limpia la información que tenia la matriz inv o también pasa los mismo en la matriz hotbar

    cuando la llave esta en 1 permite cargar la información de las variables G en espacios vacíos ya sea en la matriz inv o hotbar

    bueno la cuestión es que cuando la fusión es 1 y la mando a comparar las variables G_ID=DES_ID para aplicar la suma , si eso esta activo me da un error raro que no entiendo

    si hago clic en el ítem estando la función en 0 debería guardar la información pero lo que hace es enviar esa información a la matriz hotbar cuando no debería pasar eso

    pero eso sucede si esta activo el sumar y eso que esta dentro de la llave de la función 1 , lo cual función 1 no se activa si no se a cargado los dato

    pero si desactivo el sumar dentro de la función 1 todo vuelve a trabajar bien si hacer sumas

    aquí les dejo copia de la programación

    [click para tomar3]

    ----+ Mouse: Está el cursor sobre SLOT

    ----+ Sistema: Es InvOpen verdadero

    --------+ Sistema: SLOT.ZONE = ZONE_INV

    ---------> Sistema: Establecer DES_ID a Inv.En(SLOT.POSX,SLOT.POSY,Z_ID)

    ---------> Sistema: Establecer DES_QTY a Inv.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    ---------> Sistema: Establecer DES_X a SLOT.POSX

    ---------> Sistema: Establecer DES_Y a SLOT.POSY

    ---------> Sistema: Establecer DES_ZONE a SLOT.ZONE

    --------+ Sistema: SLOT.ZONE = ZONE_INVBAR

    ---------> Sistema: Establecer DES_ID a HotBar.En(SLOT.POSX,SLOT.POSY,Z_ID)

    ---------> Sistema: Establecer DES_QTY a HotBar.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    ---------> Sistema: Establecer DES_X a SLOT.POSX

    ---------> Sistema: Establecer DES_Y a SLOT.POSY

    ---------> Sistema: Establecer DES_ZONE a SLOT.ZONE

    ----+ Mouse: [X] Está el cursor sobre SLOT

    ----+ Sistema: Es InvOpen verdadero

    -----> Sistema: Establecer DES_ID a 0

    -----> Sistema: Establecer DES_QTY a 0

    -----> Sistema: Establecer DES_X a 0

    -----> Sistema: Establecer DES_Y a 0

    -----> Sistema: Establecer DES_ZONE a 0

    ----+ Mouse: Al Hacer clic con botón Izquierdo sobre SLOT

    ----+ Sistema: Es InvOpen verdadero

    --------+ Sistema: G_DRAGacti = 0

    ------------+ Sistema: SLOT.ZONE = ZONE_INV

    ------------+ Sistema: DES_ID > 0

    -------------> Sistema: Establecer G_ID a Inv.En(SLOT.POSX,SLOT.POSY,Z_ID)

    -------------> Sistema: Establecer G_QTY a Inv.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    -------------> Sistema: Establecer G_X a SLOT.POSX

    -------------> Sistema: Establecer G_Y a SLOT.POSY

    -------------> Sistema: Establecer G_IDSUMA a Inv.En(SLOT.POSX,SLOT.POSY,Z_ID)

    -------------> Sistema: Establecer G_QTYSUMA a Inv.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    -------------> Sistema: Establecer G_XSUMA a SLOT.POSX

    -------------> Sistema: Establecer G_YSUMA a SLOT.POSY

    -------------> Sistema: Establecer G_ZONE a SLOT.ZONE

    -------------> Inv: Establecer valor en (G_X, G_Y, Z_ID) a 0

    -------------> Inv: Establecer valor en (G_X, G_Y, Z_QTY) a 0

    -------------> Sistema: Establecer G_STACKMAX a SLOT.MAXSTACK

    -------------> Sistema: Establecer G_STACKEABLE a SLOT.STACKEABLE

    -------------> Sistema: Establecer G_DRAGGING a Verdadero

    -------------> Sistema: Establecer G_DRAGacti a 1

    -------------> Sistema: Establecer UI_DIRTY a 1

    ------------+ Sistema: SLOT.ZONE = ZONE_INVBAR

    ------------+ Sistema: DES_ID > 0

    -------------> Sistema: Establecer G_ID a HotBar.En(SLOT.POSX,SLOT.POSY,Z_ID)

    -------------> Sistema: Establecer G_QTY a HotBar.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    -------------> Sistema: Establecer G_X a SLOT.POSX

    -------------> Sistema: Establecer G_Y a SLOT.POSY

    -------------> Sistema: Establecer G_IDSUMA a HotBar.En(SLOT.POSX,SLOT.POSY,Z_ID)

    -------------> Sistema: Establecer G_QTYSUMA a HotBar.En(SLOT.POSX,SLOT.POSY,Z_QTY)

    -------------> Sistema: Establecer G_XSUMA a SLOT.POSX

    -------------> Sistema: Establecer G_YSUMA a SLOT.POSY

    -------------> Sistema: Establecer G_ZONE a SLOT.ZONE

    -------------> HotBar: Establecer valor en (G_X, 0, Z_ID) a 0

    -------------> HotBar: Establecer valor en (G_X, 0, Z_QTY) a 0

    -------------> Sistema: Establecer G_STACKMAX a SLOT.MAXSTACK

    -------------> Sistema: Establecer G_STACKEABLE a SLOT.STACKEABLE

    -------------> Sistema: Establecer G_DRAGGING a Verdadero

    -------------> Sistema: Establecer G_DRAGacti a 1

    -------------> Sistema: Establecer UI_DIRTY a 1

    --------+ Sistema: G_DRAGacti = 1

    ------------+ Sistema: SLOT.ZONE = ZONE_INV

    ----------------+ Sistema: DES_ZONE = G_ZONE

    --------------------+ Sistema: DES_ID = 0

    --------------------+ Sistema: G_DRAGacti = 1

    ---------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_ID) a G_ID

    ---------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_QTY) a G_QTY

    ---------------------> Inv: Establecer valor en (G_X, G_Y, Z_ID) a 0

    ---------------------> Inv: Establecer valor en (G_X, G_Y, Z_QTY) a 0

    ---------------------> Sistema: Establecer G_ID a 0

    ---------------------> Sistema: Establecer G_QTY a 0

    ---------------------> Sistema: Establecer G_X a 0

    ---------------------> Sistema: Establecer G_Y a 0

    ---------------------> Sistema: Establecer G_STACKMAX a 0

    ---------------------> Sistema: Establecer G_DRAGGING a Falso

    ---------------------> Sistema: Establecer G_DRAGacti a 0

    ---------------------> Sistema: Establecer UI_DIRTY a 1

    ---------------------> Sistema: Detener bucle

    --------------------+ Sistema: DES_ID ≠ G_ID

    --------------------+ Sistema: G_DRAGacti = 1

    ---------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_ID) a G_ID

    ---------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_QTY) a G_QTY

    ---------------------> Inv: Establecer valor en (G_X, G_Y, Z_ID) a DES_ID

    ---------------------> Inv: Establecer valor en (G_X, G_Y, Z_QTY) a DES_QTY

    ---------------------> Sistema: Establecer G_ID a 0

    ---------------------> Sistema: Establecer G_QTY a 0

    ---------------------> Sistema: Establecer G_X a 0

    ---------------------> Sistema: Establecer G_Y a 0

    ---------------------> Sistema: Establecer G_STACKMAX a 0

    ---------------------> Sistema: Establecer G_DRAGGING a Falso

    ---------------------> Sistema: Establecer G_DRAGacti a 0

    ---------------------> Sistema: Establecer UI_DIRTY a 1

    ---------------------> Sistema: Detener bucle

    --------------------+ Sistema: DES_ID = G_ID

    ---------------------> Sistema: Establecer DES_SUMADO a G_QTY+DES_QTY

    ------------------------+ Sistema: DES_SUMADO ≤ G_STACKMAX

    -------------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_ID) a G_ID

    -------------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_QTY) a DES_SUMADO

    -------------------------> Inv: Establecer valor en (G_X, G_Y, Z_ID) a 0

    -------------------------> Inv: Establecer valor en (G_X, G_Y, Z_QTY) a 0

    -------------------------> Sistema: Establecer G_ID a 0

    -------------------------> Sistema: Establecer G_QTY a 0

    -------------------------> Sistema: Establecer G_X a 0

    -------------------------> Sistema: Establecer G_Y a 0

    -------------------------> Sistema: Establecer DES_SUMADO a 0

    -------------------------> Sistema: Establecer G_STACKMAX a 0

    -------------------------> Sistema: Establecer G_ZONE a 0

    -------------------------> Sistema: Establecer G_DRAGGING a Falso

    -------------------------> Sistema: Establecer G_DRAGacti a 0

    -------------------------> Sistema: Establecer UI_DIRTY a 1

    -------------------------> Sistema: Detener bucle

    ------------------------+ Sistema: DES_SUMADO > G_STACKMAX

    -------------------------> Sistema: Establecer DES_RESTANTE a DES_SUMADO-G_STACKMAX

    ----------------------------+ (no condiciones)

    -----------------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_ID) a G_ID

    -----------------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_QTY) a G_STACKMAX

    -----------------------------> Inv: Establecer valor en (G_XSUMA, G_YSUMA, Z_ID) a DES_ID

    -----------------------------> Inv: Establecer valor en (G_XSUMA, G_YSUMA, Z_QTY) a DES_RESTANTE

    -----------------------------> Sistema: Establecer G_ID a 0

    -----------------------------> Sistema: Establecer G_QTY a 0

    -----------------------------> Sistema: Establecer G_X a 0

    -----------------------------> Sistema: Establecer G_Y a 0

    -----------------------------> Sistema: Establecer DES_SUMADO a 0

    -----------------------------> Sistema: Establecer G_STACKMAX a 0

    -----------------------------> Sistema: Establecer G_ZONE a 0

    -----------------------------> Sistema: Establecer G_DRAGGING a Falso

    -----------------------------> Sistema: Establecer G_DRAGacti a 0

    -----------------------------> Sistema: Establecer UI_DIRTY a 1

    -----------------------------> Sistema: Detener bucle

    ----------------+ Sistema: DES_ZONE ≠ G_ZONE

    --------------------+ Sistema: DES_ID = 0

    ---------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_ID) a G_ID

    ---------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_QTY) a G_QTY

    ---------------------> HotBar: Establecer valor en (G_X, 0, Z_ID) a 0

    ---------------------> HotBar: Establecer valor en (G_X, 0, Z_QTY) a 0

    ---------------------> Sistema: Establecer G_ID a 0

    ---------------------> Sistema: Establecer G_QTY a 0

    ---------------------> Sistema: Establecer G_X a 0

    ---------------------> Sistema: Establecer G_Y a 0

    ---------------------> Sistema: Establecer G_STACKMAX a 0

    ---------------------> Sistema: Establecer G_DRAGGING a Falso

    ---------------------> Sistema: Establecer G_DRAGacti a 0

    ---------------------> Sistema: Establecer UI_DIRTY a 1

    ---------------------> Sistema: Detener bucle

    --------------------+ Sistema: DES_ID ≠ G_ID

    ---------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_ID) a G_ID

    ---------------------> Inv: Establecer valor en (DES_X, DES_Y, Z_QTY) a G_QTY

    ---------------------> HotBar: Establecer valor en (G_X, 0, Z_ID) a DES_ID

    ---------------------> HotBar: Establecer valor en (G_X, 0, Z_QTY) a DES_QTY

    ---------------------> Sistema: Establecer G_ID a 0

    ---------------------> Sistema: Establecer G_QTY a 0

    ---------------------> Sistema: Establecer G_X a 0

    ---------------------> Sistema: Establecer G_Y a 0

    ---------------------> Sistema: Establecer G_STACKMAX a 0

    ---------------------> Sistema: Establecer G_DRAGGING a Falso

    ---------------------> Sistema: Establecer G_DRAGacti a 0

    ---------------------> Sistema: Establecer UI_DIRTY a 1

    ---------------------> Sistema: Detener bucle

    ------------+ Sistema: SLOT.ZONE = ZONE_INVBAR

    ----------------+ Sistema: DES_ZONE = G_ZONE

    --------------------+ Sistema: DES_ID = 0

    ---------------------> HotBar: Establecer valor en (DES_X, 0, Z_ID) a G_ID

    ---------------------> HotBar: Establecer valor en (DES_X, 0, Z_QTY) a G_QTY

    ---------------------> HotBar: Establecer valor en (G_X, 0, Z_ID) a 0

    ---------------------> HotBar: Establecer valor en (G_X, 0, Z_QTY) a 0

    ---------------------> Sistema: Establecer G_ID a 0

    ---------------------> Sistema: Establecer G_QTY a 0

    ---------------------> Sistema: Establecer G_X a 0

    ---------------------> Sistema: Establecer G_Y a 0

    ---------------------> Sistema: Establecer G_STACKMAX a 0

    ---------------------> Sistema: Establecer G_DRAGGING a Falso

    ---------------------> Sistema: Establecer G_DRAGacti a 0

    ---------------------> Sistema: Establecer UI_DIRTY a 1

    ---------------------> Sistema: Detener bucle

    --------------------+ Sistema: DES_ID ≠ G_ID

    ---------------------> HotBar: Establecer valor en (DES_X, 0, Z_ID) a G_ID

    ---------------------> HotBar: Establecer valor en (DES_X, 0, Z_QTY) a G_QTY

    ---------------------> HotBar: Establecer valor en (G_X, 0, Z_ID) a DES_ID

    ---------------------> HotBar: Establecer valor en (G_X, 0, Z_QTY) a DES_QTY

    ---------------------> Sistema: Establecer G_ID a 0

    ---------------------> Sistema: Establecer G_QTY a 0

    ---------------------> Sistema: Establecer G_X a 0

    ---------------------> Sistema: Establecer G_Y a 0

    ---------------------> Sistema: Establecer G_STACKMAX a 0

    ---------------------> Sistema: Establecer G_DRAGGING a Falso

    ---------------------> Sistema: Establecer G_DRAGacti a 0

    ---------------------> Sistema: Establecer UI_DIRTY a 1

    ---------------------> Sistema: Detener bucle

    ----------------+ Sistema: DES_ZONE ≠ G_ZONE

    --------------------+ Sistema: DES_ID = 0

    ---------------------> HotBar: Establecer valor en (DES_X, 0, Z_ID) a G_ID

    ---------------------> HotBar: Establecer valor en (DES_X, 0, Z_QTY) a G_QTY

    ---------------------> Inv: Establecer valor en (G_X, G_Y, Z_ID) a 0

    ---------------------> Inv: Establecer valor en (G_X, G_Y, Z_QTY) a 0

    ---------------------> Sistema: Establecer G_ID a 0

    ---------------------> Sistema: Establecer G_QTY a 0

    ---------------------> Sistema: Establecer G_X a 0

    ---------------------> Sistema: Establecer G_Y a 0

    ---------------------> Sistema: Establecer G_STACKMAX a 0

    ---------------------> Sistema: Establecer G_DRAGGING a Falso

    ---------------------> Sistema: Establecer G_DRAGacti a 0

    ---------------------> Sistema: Establecer UI_DIRTY a 1

    ---------------------> Sistema: Detener bucle

    --------------------+ Sistema: DES_ID ≠ G_ID

    ---------------------> HotBar: Establecer valor en (DES_X, 0, Z_ID) a G_ID

    ---------------------> HotBar: Establecer valor en (DES_X, 0, Z_QTY) a G_QTY

    ---------------------> Inv: Establecer valor en (G_X, G_Y, Z_ID) a DES_ID

    ---------------------> Inv: Establecer valor en (G_X, G_Y, Z_QTY) a DES_QTY

    ---------------------> Sistema: Establecer G_ID a 0

    ---------------------> Sistema: Establecer G_QTY a 0

    ---------------------> Sistema: Establecer G_X a 0

    ---------------------> Sistema: Establecer G_Y a 0

    ---------------------> Sistema: Establecer G_STACKMAX a 0

    ---------------------> Sistema: Establecer G_DRAGGING a Falso

    ---------------------> Sistema: Establecer G_DRAGacti a 0

    ---------------------> Sistema: Establecer UI_DIRTY a 1

    ---------------------> Sistema: Detener bucle

    este es el json

    {"is-c3-clipboard-data":true,"type":"events","items":[{"eventType":"group","disabled":false,"title":"click para 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  • My game is 2D, but I want to make it so that when my player opens their inventory, a reflection of the player appears in a certain area of ​​the inventory panel, like in Minecraft. I just want the player's reflection to be visible.

    I don't want to move the player's layer or position; I want to create something that mirrors it without affecting the main player

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