New tile based platform engine – part 5 – clouds
You asked for the clouds, and here they are.
Clouds are marked with a 5 in level array.
Next stop… ladders…
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 | tile_size = 20;
ground_acceleration = 1;
ground_friction = 0.8;
air_acceleration = 0.5;
air_friction = 0.7;
ice_acceleration = 0.15;
ice_friction = 0.95;
treadmill_speed = 2;
max_speed = 3;
xspeed = 0;
yspeed = 0;
falling = false;
gravity = 0.5;
jump_speed = 6;
level = new Array();
level[0] = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1];
level[1] = [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1];
level[2] = [1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1];
level[3] = [1, 1, 1, 1, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1];
level[4] = [1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 3, 3, 3, 3, 1, 1, 4, 4, 4, 4, 1, 1];
player = [2, 1];
function create_level(l) {
_root.createEmptyMovieClip("level_container",1);
level_height = l.length;
level_width = l[0].length;
for (y=0; y<level_height; y++) {
for (x=0; x<level_width; x++) {
if (l[y][x] != 0) {
t = level_container.attachMovie("tile", "t"+y+"_"+x, _root.level_container.getNextHighestDepth(), {_x:x*tile_size, _y:y*tile_size});
t.gotoAndStop(l[y][x]);
}
}
}
x_pos = player[0]*tile_size+tile_size/2;
y_pos = player[1]*tile_size+tile_size/2+1;
level_container.attachMovie("hero","hero",_root.level_container.getNextHighestDepth(),{_x:x_pos, _y:y_pos});
}
create_level(level);
_root.onEnterFrame = function() {
ground_under_feet();
walking = false;
if (Key.isDown(Key.LEFT)) {
xspeed -= speed;
walking = true;
}
if (Key.isDown(Key.RIGHT)) {
xspeed += speed;
walking = true;
}
if (Key.isDown(Key.SPACE)) {
if (!falling and !jumping) {
jumping = true;
yspeed = -jump_speed;
}
}
if (!walking) {
xspeed *= friction;
if (Math.abs(xspeed)<0.5) {
xspeed = 0;
}
}
if (xspeed>max_speed) {
xspeed = max_speed;
}
if (xspeed<max_speed*-1) {
xspeed = max_speed*-1;
}
if (falling or jumping) {
yspeed += gravity;
}
xspeed += bonus_speed;
check_collisions();
level_container.hero._x = x_pos;
level_container.hero._y = y_pos;
xspeed -= bonus_speed;
};
function ground_under_feet() {
bonus_speed = 0;
left_foot_x = Math.floor((x_pos-6)/tile_size);
right_foot_x = Math.floor((x_pos+5)/tile_size);
foot_y = Math.floor((y_pos+9)/tile_size);
left_foot = level[foot_y][left_foot_x];
right_foot = level[foot_y][right_foot_x];
if (left_foot != 0) {
current_tile = left_foot;
}
else {
current_tile = right_foot;
}
switch (current_tile) {
case 0 :
speed = air_acceleration;
friction = air_friction;
falling = true;
break;
case 1 :
over = "ground";
speed = ground_acceleration;
friction = ground_friction;
break;
case 2 :
over = "ice";
speed = ice_acceleration;
friction = ice_friction;
break;
case 3 :
over = "treadmill";
speed = ground_acceleration;
friction = ground_friction;
bonus_speed = -treadmill_speed;
break;
case 4 :
over = "treadmill";
speed = ground_acceleration;
friction = ground_friction;
bonus_speed = treadmill_speed;
break;
case 5 :
over = "cloud";
speed = ground_acceleration;
friction = ground_friction;
break;
}
}
function check_collisions() {
y_pos += yspeed;
get_edges();
// collision to the bottom
if (yspeed>0) {
if ((bottom_right != 0) or (bottom_left != 0)) {
if (bottom_right != 5 and bottom_left != 5) {
y_pos = bottom*tile_size-9;
yspeed = 0;
falling = false;
jumping = false;
}
else {
if (prev_bottom<bottom) {
y_pos = bottom*tile_size-9;
yspeed = 0;
falling = false;
jumping = false;
}
}
}
}
// collision to the top
if (yspeed<0) {
if ((top_right != 0 and top_right != 5) or (top_left != 0 and top_left != 5)) {
y_pos = bottom*tile_size+1+8;
yspeed = 0;
falling = false;
jumping = false;
}
}
x_pos += xspeed;
get_edges();
// collision to the left
if (xspeed<0) {
if ((top_left != 0 and top_left != 5) or (bottom_left != 0 and bottom_left != 5)) {
x_pos = (left+1)*tile_size+6;
xspeed = 0;
}
}
// collision to the right
if (xspeed>0) {
if ((top_right != 0 and top_right != 5) or (bottom_right != 0 and bottom_right != 5)) {
x_pos = right*tile_size-6;
xspeed = 0;
}
}
prev_bottom = bottom;
}
function get_edges() {
// right edge
right = Math.floor((x_pos+5)/tile_size);
// left edge
left = Math.floor((x_pos-6)/tile_size);
// bottom edge
bottom = Math.floor((y_pos+8)/tile_size);
// top edge
top = Math.floor((y_pos-9)/tile_size);
// adjacent tiles
top_right = level[top][right];
top_left = level[top][left];
bottom_left = level[bottom][left];
bottom_right = level[bottom][right];
center = level[center_y][center_x];
} |
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9 Responses to “New tile based platform engine – part 5 – clouds”
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Wow, nice.. I love this website..
Can’t waite for the engine to be completed!
You’re awesome.
This must be the best tutorial on this site
When jumping you lose all inertia, an easy fix before ladders. Great tutorial!
These tutorials just keep getting better and BETTER! You are in the zone Emanuele, keep up the great work (I love these tile based tuts)
Great job Ema!
COOL! Clouds! But, if you jump on the leftmost cloud tile and go right, you float in the middle of the cloud… I think the sides should act as walls, seeing as clouds are up there, so you would jump to get up there with the clouds, and not go from the sides.
Don’t forget sprites and scrolling backgrounds…
With these tutorials, I will become the most awesome flash programmer in the world! Well, second most awesome. You’re in first!
Keep it up!
nice tutorials. just you should make these in as3. i was lucky enough to get 2… yes 2 cs4 flash keys from a buddy of mine that works for adobe. you can have one if you want i have nothing to do with it. as3 is the new standard and though i know you know more than me about it lol you should make your tuts in that so it helps people migrate.
I haven’t been to your site in a while and I have to go back quite a bit but just a suggestion here.
could you continue to link all your on-going tutorials to each other like you used to because its quite difficult to follow especially if someone hasn’t been to the site in a month or 2.
anyway nice work Emanuele! =D