I made some basic collision detection, however, it's vary buggy... If anyone can help? Great! The way it works is it loads a collision map, black and white. Then, checks for every block if the player collides top, bottom, left, or right. I use a one pixel padding for detection. The core of it is in col.lua. You can look at the other code to if you want. It's all nicely documented.
The bugs are:
If i set the gravity(variable grav in player.lua) any higher, then the player falls into the block making it unable to move... :S
The above problem is what is getting me stuck, and stooping me form making my jump function... I also, would like to know if someone could help me make
a jump function "realistic" (meaning applies physics).
Also, sorry for being a dick and blocking out all the graphics... You can use the code tho
TheP3
Help With Gravity & A Jump Function?(75% done vol jump :D)
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Help With Gravity & A Jump Function?(75% done vol jump :D)
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- game.love
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Last edited by TheP3 on Sat Nov 10, 2012 10:52 pm, edited 2 times in total.
I write rules for my computer... I'm not the ruler of the world(yet)... Also, I livestream stuff http://NateAGeek.com/Live
Re: Help With Gravity & A Jump Function?
Code: Select all
Error: col.lua:15: Attempt to get out-of-range pixel!
stack traceback:
[C]: in function 'getPixel'
col.lua:15: in function 'load_ColMap'
main.lua:15: in function 'load'
[string "boot.lua"]:378: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
Lua is not an acronym.
Re: Help With Gravity & A Jump Function?
You stepped out of the map, I'm going to fix this soon... Just have got to write some code. hehe C:qaisjp wrote:?Code: Select all
Error: col.lua:15: Attempt to get out-of-range pixel! stack traceback: [C]: in function 'getPixel' col.lua:15: in function 'load_ColMap' main.lua:15: in function 'load' [string "boot.lua"]:378: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
I write rules for my computer... I'm not the ruler of the world(yet)... Also, I livestream stuff http://NateAGeek.com/Live
Re: Help With Gravity & A Jump Function?
When I first start the game I got that..TheP3 wrote:You stepped out of the map, I'm going to fix this soon... Just have got to write some code. hehe C:qaisjp wrote:?Code: Select all
Error: col.lua:15: Attempt to get out-of-range pixel! stack traceback: [C]: in function 'getPixel' col.lua:15: in function 'load_ColMap' main.lua:15: in function 'load' [string "boot.lua"]:378: in function <[string "boot.lua"]:373> [C]: in function 'xpcall'
Lua is not an acronym.
- YellowAfterlife
- Prole
- Posts: 29
- Joined: Mon Jan 23, 2012 4:05 pm
- Contact:
Re: Help With Gravity & A Jump Function?
On-start error is caused by line 14 in col.lua.
It needs rounding, like:
I'm currently tinkering with collision function. Will post results once done.
It needs rounding, like:
Code: Select all
local r, g, b, a = ColMapSource:getPixel(math.floor(x/blockscale), math.floor(y/blockscale))
yal.cc
Contains things I work on. Also gets Love2d examples time to time.
Contains things I work on. Also gets Love2d examples time to time.
Re: Help With Gravity & A Jump Function?
ThanxYellowAfterlife wrote:On-start error is caused by line 14 in col.lua.
It needs rounding, like:I'm currently tinkering with collision function. Will post results once done.Code: Select all
local r, g, b, a = ColMapSource:getPixel(math.floor(x/blockscale), math.floor(y/blockscale))
I write rules for my computer... I'm not the ruler of the world(yet)... Also, I livestream stuff http://NateAGeek.com/Live
Re: Help With Gravity & A Jump Function?
I fixed the collision. Just made a conditional to test if the player is in the block push him out by 1px at a time. then, when he is out of the block set velocity to 0. Just really need a jump function....YellowAfterlife wrote:On-start error is caused by line 14 in col.lua.
It needs rounding, like:I'm currently tinkering with collision function. Will post results once done.Code: Select all
local r, g, b, a = ColMapSource:getPixel(math.floor(x/blockscale), math.floor(y/blockscale))
Changes in player.lua
Code: Select all
require"col"
--Loads Image
ImgPlayer = love.graphics.newImage("GFX/Player/blob.png")
ImgPlayer:setFilter("nearest", "nearest")
--Player Image Quad
PlayerImgQ = {
right = {
Quad(0, 0, 32, 32, 128, 128);
Quad(32, 0, 32, 32, 128, 128);
Quad(64, 0, 32, 32, 128, 128);
Quad(96, 0, 32, 32, 128, 128);
},
left = {
Quad(0, 32, 32, 32, 128, 128);
Quad(32, 32, 32, 32, 128, 128);
Quad(64, 32, 32, 32, 128, 128);
Quad(96, 32, 32, 32, 128, 128);
},
up = {
Quad(0, 96, 32, 32, 128, 128);
Quad(32, 96, 32, 32, 128, 128);
Quad(64, 96, 32, 32, 128, 128);
Quad(96, 96, 32, 32, 128, 128);
},
rest = {
Quad(0, 64, 32, 32, 128, 128);
Quad(32, 64, 32, 32, 128, 128);
Quad(64, 64, 32, 32, 128, 128);
Quad(96, 64, 32, 32, 128, 128);
}
}
--Vars used
xspeed = 2
yspeed = 0
inair = 0
grav = 1
dir = "rest"
playerframe = 1
anispeed = 0.3
playertimer = 0
jumptime = 0
onground = false
isjumping = false
--Draws Player
function draw_player(px,py)
love.graphics.drawq(ImgPlayer, PlayerImgQ[dir][playerframe], px - (32*2/2), py - (32*2/2), 0, 2, 2)
end
--Updates Player
function player_update(dt)
--Sets the timer for frame
if not love.keyboard.isDown() then
playertimer = playertimer + dt
if playertimer >= anispeed then
playerframe = playerframe + 1
if playerframe >= 4 then
playerframe = 1
end
playertimer = 0
end
end
if checkCol(Player, nil, "bottom") then
Player.move(0, -grav)
yspeed = 0
end
--If key is not down "rest"
if not love.keyboard.isDown() then
dir = "rest"
end
--Moves player up
if love.keyboard.isDown('w') or love.keyboard.isDown('up') and checkCol(Player, nil, "top") == false then
dir = "up"
Player.move(0, -10)
end
print(jumptime)
--Moves player left
if love.keyboard.isDown('a') or love.keyboard.isDown('left') and checkCol(Player, nil, "left") == false then
dir = "left"
Player.move(-xspeed, 0)
end
--Checks in player hit the ground
if checkCol(Player, nil, "bottom") == false then
if yspeed + grav >= 5 then
falling = true
elseif yspeed + grav <= 5 then
yspeed = yspeed + grav
falling = false
end
Player.move(0, yspeed)
end
print(falling)
--Moves player right
if love.keyboard.isDown('d') or love.keyboard.isDown('right') and checkCol(Player, nil, "right") == false then
dir = "right"
Player.move(xspeed, 0)
end
end
I write rules for my computer... I'm not the ruler of the world(yet)... Also, I livestream stuff http://NateAGeek.com/Live
Re: Help With Gravity & A Jump Function?(75% done vol jump :
Made a jump timer, however, now just need to add vol... Little stuck on this...
Code: Select all
require"col"
--Loads Image
ImgPlayer = love.graphics.newImage("GFX/Player/blob.png")
ImgPlayer:setFilter("nearest", "nearest")
--Player Image Quad
PlayerImgQ = {
right = {
Quad(0, 0, 32, 32, 128, 128);
Quad(32, 0, 32, 32, 128, 128);
Quad(64, 0, 32, 32, 128, 128);
Quad(96, 0, 32, 32, 128, 128);
},
left = {
Quad(0, 32, 32, 32, 128, 128);
Quad(32, 32, 32, 32, 128, 128);
Quad(64, 32, 32, 32, 128, 128);
Quad(96, 32, 32, 32, 128, 128);
},
up = {
Quad(0, 96, 32, 32, 128, 128);
Quad(32, 96, 32, 32, 128, 128);
Quad(64, 96, 32, 32, 128, 128);
Quad(96, 96, 32, 32, 128, 128);
},
rest = {
Quad(0, 64, 32, 32, 128, 128);
Quad(32, 64, 32, 32, 128, 128);
Quad(64, 64, 32, 32, 128, 128);
Quad(96, 64, 32, 32, 128, 128);
}
}
--Vars used
xspeed = 2
yspeed = 0
vol = 0
volinc = 0.7
inair = 0
grav = 1
dir = "rest"
playerframe = 1
anispeed = 0.3
playertimer = 0
jumptimemax = 0.5
jumptime = 0
onground = false
isjumping = false
--Draws Player
function draw_player(px,py)
love.graphics.drawq(ImgPlayer, PlayerImgQ[dir][playerframe], px - (32*2/2), py - (32*2/2), 0, 2, 2)
end
--Updates Player
function player_update(dt)
if dt > 0.3 then dt = 0.3 end
--Sets the timer for frame
if not love.keyboard.isDown() then
playertimer = playertimer + dt
if playertimer >= anispeed then
playerframe = playerframe + 1
if playerframe >= 4 then
playerframe = 1
end
playertimer = 0
end
end
if checkCol(Player, nil, "bottom") then
Player.move(0, -grav)
vol = 0
yspeed = 0
jumptime = 0
end
--If key is not down "rest"
if not love.keyboard.isDown() then
dir = "rest"
end
if checkCol(Player, nil, "top") then
jumptime = jumptimemax + 1
end
--Moves player up
if love.keyboard.isDown('w') or love.keyboard.isDown('up') and checkCol(Player, nil, "top") == false and jumptime <= jumptimemax then
dir = "up"
jumptime = jumptime + dt
Player.move(0, -10)
end
print(jumptime)
--Moves player left
if love.keyboard.isDown('a') or love.keyboard.isDown('left') and checkCol(Player, nil, "left") == false then
dir = "left"
Player.move(-xspeed, 0)
end
--Checks in player hit the ground
if checkCol(Player, nil, "bottom") == false then
if yspeed + grav >= 5 then
falling = true
yspeed = yspeed - grav
elseif yspeed + grav <= 5 then
yspeed = yspeed + grav
falling = false
end
Player.move(0, yspeed)
end
print(falling)
print(vol)
--Moves player right
if love.keyboard.isDown('d') or love.keyboard.isDown('right') and checkCol(Player, nil, "right") == false then
dir = "right"
Player.move(xspeed, 0)
end
end
I write rules for my computer... I'm not the ruler of the world(yet)... Also, I livestream stuff http://NateAGeek.com/Live
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