Difference between revisions of "Tutorial:Baseline 2D Platformer"
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{{notice|This tutorial is incomplete. Do you want to [{{fullurl:{{FULLPAGENAME}}|action=edit}} complete it]?}} | {{notice|This tutorial is incomplete. Do you want to [{{fullurl:{{FULLPAGENAME}}|action=edit}} complete it]?}} | ||
Due to a request on IRC, this guide has been written to show a basic implementation of platformer-style jumping physics for a player character. | Due to a request on IRC, this guide has been written to show a basic implementation of platformer-style jumping physics for a player character. | ||
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[[Category:Tutorials]] | [[Category:Tutorials]] | ||
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Revision as of 21:27, 16 November 2011
This tutorial is incomplete. Do you want to complete it? |
Due to a request on IRC, this guide has been written to show a basic implementation of platformer-style jumping physics for a player character.
The tutorial is fairly basic and even a newbie should have no issue understanding.
First, let's start off with our basic code, without any jumping.
function love.load()
player = { -- nice and organised.
x = 0,
y = 0,
image = love.graphics.newImage("hamster.png") -- let's just re-use this sprite.
}
winW, winH = love.graphics.getWidth(), love.graphics.getHeight() -- this is just
-- so we can draw it in a fabulous manner.
end
function love.draw()
love.graphics.rectangle("fill", 0, winH / 2, winW, winH / 2)
love.graphics.translate(winW / 2, winH / 2) -- you don't need to understand this
love.graphics.draw(player.image, player.x, -player.y, 0, 1, 1, 64, 103) -- trust me
-- on the origin position. just trust me.
end
- Note: The hamster.png file is File:Resource-HamsterBall.png.
You should get something that looks like this:
Now, it's time to make it jump. To do this, we'll give the player an upwards velocity, create a gravity variable and a jump height variable.
Add this to your love.load function:
player = {
...
y_velocity = 0,
}
...
gravity = 400
jump_height = 300
When the player presses the jump button (spacebar for this tutorial) we will increase the x_velocity by the jump_height.
Then, we will move the player upwards while decreasing the velocity by the gravity. We'll add a love.update and love.keypressed callback to make this work.
function love.update(dt)
if player.y_velocity ~= 0 then -- we're probably jumping
player.y = player.y + player.y_velocity * dt -- dt means we wont move at
-- different speeds if the game lags
player.y_velocity = player.y_velocity - gravity * dt
if player.y < 0 then -- we hit the ground again
player.y_velocity = 0
player.y = 0
end
end
end
function love.keypressed(key)
if key == " " then
if player.y_velocity == 0 then -- we're probably on the ground, let's jump
player.y_velocity = jump_height
end
end
end
Yay, jumping!
However, this is not true platformer-style jumping. In a lot of platformers, holding the jump key makes you jump higher. Let's implement this.
First, let's create a new player variable in love.load.
player = {
...
jetpack_fuel = 0.5, -- note: not an actual jetpack. variable is the time (in seconds)
-- you can hold spacebar and jump higher.
jetpack_fuel_max = 0.5,
}
Now, we remove our love.keypressed callback. We won't exact time, which is just bothersome to find out using keypressed and keyreleased. Instead, we'll move that logic to love.update.
....glhf
function love.update(dt)
if player.jetpack_fuel > 0 -- we can still move upwards
and love.keyboard.isDown(" ") then -- and we're actually holding space
player.jetpack_fuel = player.jetpack_fuel - dt -- decrease the fuel meter
player.y_velocity = player.y_velocity + jump_height * (dt / player.jetpack_fuel_max)
end
if player.y_velocity ~= 0 then -- we're probably jumping
player.y = player.y + player.y_velocity * dt -- dt means we wont move at
-- different speeds if the game lags
player.y_velocity = player.y_velocity - gravity * dt
if player.y < 0 then -- we hit the ground again
player.y_velocity = 0
player.y = 0
player.jetpack_fuel = player.jetpack_fuel_max
end
end
end