New tile based platform engine – part 7 – trampolines
- September 30, 2008 by Emanuele Feronato
- Filed under Actionscript 2, Flash, Game design | 15 Comments
After the AS3 translation of AS2 part 6, it’s time to introduce trampolines.
Just like ladders, trampolines have their rules. Here they are:
1 – A trampoline does not act like a wall, so a player can walk through it just like a cloud
2 – A trampoline should never be placed over another trampoline
3 – When you land on a trampoline, your vertical speed is inverted
How does this affect gameplay?
Just try to play and reach that unreachable platform as shown in the picture

Here it is the actionscript:
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 | 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;
climbing = false;
climb_speed = 0.8;
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, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 6, 1, 0, 0, 0, 0, 1];
level[3] = [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 1];
level[4] = [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 1];
level[5] = [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 1];
level[6] = [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 6, 1, 0, 0, 0, 0, 0, 1];
level[7] = [1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 1];
level[8] = [1, 1, 1, 1, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 7, 0, 0, 6, 0, 0, 0, 0, 0, 0, 1];
level[9] = [1, 1, 1, 1, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 4, 4, 4, 4, 1, 1];
player = [5, 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;
climbing = false;
if (Key.isDown(Key.LEFT)) {
xspeed -= speed;
walking = true;
}
if (Key.isDown(Key.RIGHT)) {
xspeed += speed;
walking = true;
}
if (Key.isDown(Key.UP)) {
get_edges();
if (top_right == 6 or bottom_right == 6 or top_left == 6 or bottom_left == 6) {
jumping = false;
falling = false;
climbing = true;
climbdir = -1;
}
}
if (Key.isDown(Key.DOWN)) {
get_edges();
if (over == "ladder") {
jumping = false;
falling = false;
climbing = true;
climbdir = 1;
}
}
if (Key.isDown(Key.SPACE)) {
get_edges();
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;
}
if (climbing) {
yspeed = climb_speed*climbdir;
}
if (!falling and !jumping and !climbing) {
yspeed = 0;
}
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;
case 6 :
over = "ladder";
speed = ground_acceleration;
friction = ground_friction;
break;
case 7 :
over = "trampoline";
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 and bottom_right != 6) or (bottom_left != 0 and bottom_left != 6)) {
// not a cloud...
if (bottom_right != 5 and bottom_left != 5) {
// a trampoline
if ((bottom_right == 7 or bottom_left == 7) and (Math.abs(yspeed)>1)) {
yspeed = yspeed*-1;
jumping = true;
falling = true;
} else {
y_pos = bottom*tile_size-9;
yspeed = 0;
falling = false;
jumping = false;
}
} else {
//cloud
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 and top_right != 6) or (top_left != 0 and top_left != 5 and top_left != 6)) {
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 and top_left != 6 and top_left != 7) or (bottom_left != 0 and bottom_left != 5 and bottom_left != 6 and bottom_left != 7)) {
x_pos = (left+1)*tile_size+6;
xspeed = 0;
}
}
// collision to the right
if (xspeed>0) {
if ((top_right != 0 and top_right != 5 and top_right != 6 and top_right != 7) or (bottom_right != 0 and bottom_right != 5 and bottom_right != 6 and bottom_right != 7)) {
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];
} |
And this is the result:
Download the source code and enjoy.
» Flash Templates provided by Template Monster are pre-made web design products developed using Flash technology.
They can be easily customized to meet the unique requirements of your project.
They can be easily customized to meet the unique requirements of your project.
15 Responses
Leave a Reply
TUTORIAL SERIES:
- Una guida completa al gioco del poker online e una selezione dei migliori casino online.
- casino online
- migliori casino online
- BlackJack online
- casinò online

(12 votes, average: 4.83 out of 5)

NICE!
awesome! Great job! I cant wait for more of these
Great job…but there is still the ladder bug….
on any of the ladders if you try to go down them and then move to the left or right, you can float around the screen while moving slowly down…
Good work as always. I am okay with moving the player and setting up the platforms but just can’t get enemies and pickups or scrolling to work.
I’ve been amazed at your wonderful work; I’ve been searching the internet for days for something just like this in AS3.
One type of tile I think you need to add in there is a ramp. Maybe make it slow walking up and faster walking down?
Great work!
Looking even better!
Definitely look into using this for something…
Superdean,
maybe it’s not a bug, maybe the little guy whips out his umbrella and floats slowly to the ground making a soft and gental landing. :P
All you need is a way to complete the level or die!
xD
Thanks for the great AS3 tips. I’ve just started learning AS and your site and code is really helpful.
Can’t wait to see more features added to this platform based engine … maybe some enemies to populate the environment ? :D
Brad,
Thats actually not a bad idea….
haha
AWESOME!!
can you add to stick on the wall then jump like MEGAMAN ? hang on on the wall while its go down slowly if not jumped
Thanks
AWESOME!!! I would never have thought of trampolines!!
Here are some suggestions about what you could do next:
-Scrolling level (up, down, right, left) as you move.
-A sprite
-Auto-Scrolling, like in some levels of Mario, the level would scroll, and you would have to keep up, else you would die.
-Enemies, that would die somehow (like if you jumped on them)
-Lava tiles and water tiles
-A health bar, to be used when you get hurt (enemies, lava/water tiles)
Well, that’s a lot of suggestions, but I hope you can do some!
Also, I found a little bug. If you stand so that one foot is on the ladder and one is under the grey tile, and jump, when you hit the grey tile, you stop and float as if you had climbed all the way up there.
thanks Superdean, It could make an interesting addition to a game. Good eye for spotting that bug though :)
awesome job, thank you so much! i really like your tutorials! I had some troubble with the ladder bug though, doesn’t seem to be fixed in the AS3 version..?! I spent some (ok, a lot :p ) time to fix this, and finally found out that you just have to add the code line over == “air” in the case 0 part in the ground_under_feet() function… hope this helps someone who has troubble with the ladder bug, too… :)