To keep the player’s character within the game screen, you can use a combination of the “ViewportSize” property of the camera and the “ClipsDescendants” property of the game screen frame. Here’s an example of how you can implement this:
-- Get the player's character
local character = game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:Wait()
-- Get the game screen frame and the camera
local gameScreen = script.Parent
local camera = workspace.CurrentCamera
-- Set the ClipsDescendants property of the game screen frame to true
gameScreen.ClipsDescendants = true
-- Connect to the character's "HumanoidRootPart" property changed event
character.HumanoidRootPart:GetPropertyChangedSignal("Position"):Connect(function()
-- Get the size of the game screen frame
local screenSize = gameScreen.AbsoluteSize
-- Get the viewport size of the camera
local viewportSize = camera.ViewportSize
-- Calculate the maximum position that the character can have without going outside the game screen frame
local maxX = (screenSize.X / 2) - (viewportSize.X / 2)
local maxY = (screenSize.Y / 2) - (viewportSize.Y / 2)
-- Clamp the character's position within the game screen frame
local clampedPosition = character.HumanoidRootPart.Position:Clamp(Vector3.new(-maxX, -maxY, -9999), Vector3.new(maxX, maxY, 9999))
character.HumanoidRootPart.CFrame = CFrame.new(clampedPosition)
end)
This code gets the game screen frame and the camera, sets the ClipsDescendants property of the game screen frame to true, and connects to the character’s “HumanoidRootPart” property changed event. Whenever the character’s position changes, the code calculates the maximum position that the character can have without going outside the game screen frame, clamps the character’s position within the game screen frame, and sets the character’s CFrame to the clamped position.
As for detecting collisions between GUI objects,
There is no built-in collision detection functionality for GUI objects in Roblox.
However, you can simulate collisions between GUI objects by using their “AbsolutePosition” and “AbsoluteSize” properties. Here’s an example of how you can detect collisions between two GUI frames:
-- Get the two GUI frames that you want to detect collisions between
local frame1 = gameScreen.Frame1
local frame2 = gameScreen.Frame2
-- Connect to the "RenderStepped" event to check for collisions every frame
game:GetService("RunService").RenderStepped:Connect(function()
-- Get the absolute positions and sizes of the two frames
local frame1Position = frame1.AbsolutePosition
local frame1Size = frame1.AbsoluteSize
local frame2Position = frame2.AbsolutePosition
local frame2Size = frame2.AbsoluteSize
-- Check if the two frames are overlapping
if frame1Position.X < frame2Position.X + frame2Size.X and
frame1Position.X + frame1Size.X > frame2Position.X and
frame1Position.Y < frame2Position.Y + frame2Size.Y and
frame1Position.Y + frame1Size.Y > frame2Position.Y then
-- The two frames are colliding
print("Collision detected!")
end
end)
This code gets the two GUI frames that you want to detect collisions between and connects to the “RenderStepped” event to check for collisions every frame. Whenever the two frames are overlapping, the code prints a message to the output indicating that a collision has been detected. You can replace code for detecting collisions between GUI frames:
-- The two frames are colliding, so do something
if frame1.Position == frame2.Position then
print("Collision detected!")
end
This code checks if the two frames are colliding by comparing their positions, and if they are colliding, it prints a message to the output indicating that a collision has been detected. You can replace the print statement with any code you want to execute when a collision occurs.
To detect collisions between GUI frames and other objects in the game world, you can use the “Touched” event of the frame’s part. Here’s an example of how you can detect when a player touches an item in the game world:
-- Get the player's character and the item
local character = game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:Wait()
local item = workspace.Item
-- Connect to the "Touched" event of the item's part
item.Part.Touched:Connect(function(hit)
-- Check if the player touched the item
if hit and hit.Parent == character then
-- The player touched the item, so do something
print("Player picked up the item!")
end
end)
This code gets the player’s character and the item, and connects to the “Touched” event of the item’s part. Whenever the player’s character touches the item, the code checks if the player touched the item by comparing the hit object’s parent to the player’s character, and if the player touched the item, it prints a message to the output indicating that the player picked up the item. You can replace the print statement with any code you want to execute when the player picks up the item.