help platformer game

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luislasonbra
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help platformer game

Post by luislasonbra »

hello
I am creating a game mario style, but I have problems with my game slope, noce how to implement this type of collision.

if someone could give me an example or some documentation on the subject, it would help me a lot.

hope your answers.

Image

here I leave my example.
Platformer Game.love
(3.92 KiB) Downloaded 157 times
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Kingdaro
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Re: help platformer game

Post by Kingdaro »

There's a section on this wonderful article that describes how to implement slopes.
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luislasonbra
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Re: help platformer game

Post by luislasonbra »

Kingdaro wrote:There's a section on this wonderful article that describes how to implement slopes.
sorry but I understand nothing.
I just need to know how to implement outstanding collisions.
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ivan
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Re: help platformer game

Post by ivan »

Take a look at the Fizz library.
Representing slopes as "lines" is the approach used there.
The basic technique is projecting your shape onto the line and comparing the projected values (Separating axis theorem).
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luislasonbra
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Re: help platformer game

Post by luislasonbra »

ivan wrote:Take a look at the Fizz library.
Representing slopes as "lines" is the approach used there.
The basic technique is projecting your shape onto the line and comparing the projected values (Separating axis theorem).
hello I need is to go up and down slope.

Image

the code that I have so far is as follows
mySlopeGame.love
(3.43 KiB) Downloaded 161 times
responsible for checking the slope is:

Code: Select all

function checkForSlopes(diry, dirx)
	if tilemap.map[p.ytile + 1][p.xtile] == 2 then
		p.ytile = p.ytile + 1;
        p.y = p.y + tilemap.map.tileH;
	end
	
	if tilemap.map[p.ytile][p.xtile] == 2 and diry ~= -1 then
		
		if diry == 1 then
            -- p.y = (p.ytile + 1) * tilemap.map.tileH - (p.h + 32);
			p.y = (p.ytile + 1) * tilemap.map.tileH - (p.h + 32);
        end
		
		local xpos = p.x - p.xtile * tilemap.map.tileW;
        p.onSlope = tilemap.map[p.ytile][p.xtile] == 2;
		
		if tilemap.map[p.ytile][p.xtile] == 2 then
			-- up left 4
            p.addy = xpos;
            p._y = ((p.ytile + 1) * tilemap.map.tileH) - p.h - p.addy;
		end
	else
		-- (p.onSlope == true and dirx == 1) or 
		if (p.onSlope == true and dirx == 1) or (p.onSlope == true and dirx == -1) then
			p.ytile = p.ytile - 1;
            p.y = p.y - tilemap.map.tileH;
            p._y = p.y;
		end
		
		p.onSlope = false;
	end
end
but I have several problems going up and down the slope.

please help.
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