New tile based platform engine – AS3 version updated to step 10 PLUS scrolling

If you are looking for AS3 version of step 10, here it is… made by Robin vd Vleuten from the Netherlands with scrolling included!

Hello Emanuele,

I made it with flex so I use a swc to access the tiles. All the code is now in one actionscript-file, but I’m trying to convert the code in different classes. I will email it also when its finished if you’re interested in it.

Also many thanks for helping me out with the basics of a platform engine. It helped me a lot with a project I’m working on.

Regards,

Robin

P.S. Just another cool thing I had forgot to tell you. I made the game scrollable with just 2 extra lines of code :D

Here it is the source code…

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
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
package {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.KeyboardEvent;
 
	[SWF(width='500', height='400', frameRate='40', backgroundColor='0xffffff')]
	public class Platform extends Sprite
	{
		private var over:String = "";
		private var bonus_speed:Number = 0;
		private var press_left:Boolean = false;
		private var press_right:Boolean = false;
		private var press_up:Boolean = false;
		private var press_down:Boolean = false;
		private var press_space:Boolean = false;
		private var x_pos:Number = 0;
		private var y_pos:Number = 0;
		private var tile_size:Number = 20;
		private var ground_acceleration:Number = 1;
		private var ground_friction:Number = 0.8;
		private var air_acceleration:Number = 0.5;
		private var air_friction:Number = 0.7;
		private var ice_acceleration:Number = 0.15;
		private var ice_friction:Number = 0.95;
		private var treadmill_speed:Number = 2;
		private var max_speed:Number = 3;
		private var xspeed:Number = 0;
		private var yspeed:Number = 0;
		private var falling:Boolean = false;
		private var gravity:Number = 0.5;
		private var jump_speed:Number = 6;
		private var climbing:Boolean = false;
		private var climb_speed:Number = 0.8;
		private var coins:Array = new Array();
		private var level:Array = new Array();
		private var levelObj:Array = new Array
		private var keys:Array = new Array();
		private var player:Array = new Array();
		private var enemy:Array = new Array();
		private var walkable_tiles:Array = new Array(0, 5, 6, 7);
		private var h:hero = new hero();
		private var level_container:Sprite = new Sprite();
 
		private var bottom:Number;
		private var left:Number;
		private var right:Number;
		private var top:Number;
		private var bottom_left:Number;
		private var bottom_right:Number;
		private var top_left:Number;
		private var top_right:Number;
 
		private var climbdir:Number;
		private var current_tile:Number;
		private var friction:Number;
 
		private var speed:Number;
		private var jumping:Boolean;
		private var walking:Boolean;
		private var prev_bottom:Number;
 
		public function Platform()
		{
			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, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 1];
			level[4] = [1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 1];
			level[5] = [1, 0, 0, 0, 0, 1, 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, 1, 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, 1, 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, 9, 0, 0, 0, 5, 5, 0, 0, 0, 7, 0, 0, 6, 0, 0, 0, 0, 7, 0, 1];
			level[9] = [1, 1, 1, 1, 1, 1, 1, 2, 2, 8, 8, 8, 8, 1, 1, 3, 3, 1, 4, 4, 1, 8, 1, 8, 1];
 
			player = [4,8];
 
			coins[0] = [2, 2];
			coins[1] = [23, 4];
 
			enemy[0] = [10, 3, -2];
			enemy[1] = [3, 3, -2];
 
			keys[0] = [1, 5, 5, 8];
 
			create_level(level);
 
			addEventListener(Event.ENTER_FRAME,onEnterFrame);
			stage.addEventListener(KeyboardEvent.KEY_DOWN, key_down);
			stage.addEventListener(KeyboardEvent.KEY_UP, key_up);
		}
 
		public function key_down(event:KeyboardEvent):void
		{
			if (event.keyCode == 32)
			{
				press_space = true;
			}
 
			if (event.keyCode == 37)
			{
				press_left = true;
			}
 
			if (event.keyCode == 38)
			{
				press_up = true;
			}
 
			if (event.keyCode == 39)
			{
				press_right = true;
			}
 
			if (event.keyCode == 40)
			{
				press_down = true;
			}
		}
 
		public function key_up(event:KeyboardEvent):void
		{
			if (event.keyCode == 32)
			{
				press_space = false;
			}
 
			if (event.keyCode == 37)
			{
				press_left = false;
			}
 
			if (event.keyCode == 38)
			{
				press_up = false;
			}
 
			if (event.keyCode == 39)
			{
				press_right = false;
			}
 
			if (event.keyCode == 40)
			{
				press_down = false;
			}
		}
 
		public function create_level(l:Array):void
		{
			var level_height:Number = l.length;
			var level_width:Number = l[0].length;
 
			addChild(level_container);
 
			for (var j:Number = 0; j<level_height; j++)
			{
				levelObj[j] = new Array();
				for (var i:Number = 0; i<level_width; i++)
				{
					if (l[j][i] != 0)
					{
						var t:tile = new tile();
						t.x = i*tile_size;
						t.y = j*tile_size;
						t.gotoAndStop(l[j][i]);
						levelObj[j][i] = t;
						level_container.addChild(levelObj[j][i]);
					}
				}
			}
 
			place_player();
			level_container.addChild(h);
 
			for (var m:int = 0; m < coins.length; m++)
			{
				var c:coin = new coin();
				c.x = coins[m][0] * tile_size + tile_size / 2;
				c.y = coins[m][1] * tile_size + tile_size/2 + 1;
 
				coins[m] = c;
				level_container.addChild(coins[m]);
			}
 
			for (var n:int = 0; n < keys.length; n++)
			{
				var _k:key = new key();
				_k.x = keys[n][0] * tile_size + tile_size / 2;
				_k.y = keys[n][1] * tile_size + tile_size / 2 + 1;
				_k.openX = keys[n][2];
				_k.openY = keys[n][3];
				keys[n] = _k;
				level_container.addChild(keys[n]);
			}
 
			for (var k:int = 0; k < enemy.length; k++)
			{
				var foe:patrol = new patrol();
				foe.speed = enemy[k][2];
				foe.x = enemy[k][0] * tile_size + tile_size / 2;
				foe.y = enemy[k][1] * tile_size + tile_size / 2 + 1;
 
				enemy[k] = foe;
				level_container.addChild(enemy[k]);
			}
		}
 
		public function onEnterFrame(event:Event):void
		{
			ground_under_feet();
 
			walking = false;
			climbing = false;
			if (press_left) {
				xspeed-=speed;
				walking = true;
			}
			if (press_right) {
				xspeed += speed;
				walking = true;
			}
			if (press_up) {
				get_edges();
				if (top_right == 6 || bottom_right == 6 || top_left == 6 || bottom_left == 6) {
					jumping = false;
					falling = false;
					climbing = true;
					climbdir = -1;
				}
			}
			if (press_down) {
				get_edges();
				if (over == "ladder" || top_right == 6 || bottom_right == 6 || top_left == 6 || bottom_left == 6) {
					jumping = false;
					falling = false;
					climbing = true;
					climbdir = 1;
				}
			}
			if (press_space) {
				get_edges();
				if (!falling && !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 || jumping) {
				yspeed += gravity;
			}
			if (climbing) {
				yspeed = climb_speed*climbdir;
			}
			if (!falling && !jumping && !climbing) {
				yspeed = 0;
			}
			xspeed += bonus_speed;
			check_collisions();
			h.x = x_pos;
			h.y = y_pos;
 
			level_container.x = -x_pos + 250;
			level_container.y = -y_pos + 200;
 
			xspeed -= bonus_speed;
 
			for (var i:int = 0; i < enemy.length; i++)
			{
				enemy[i].x_pos = enemy[i].x;
				enemy[i].y_pos = enemy[i].y;
 
				enemy[i].x_pos += enemy[i].speed;
 
				enemy[i].left_foot_x = Math.floor((enemy[i].x_pos-6)/tile_size);
				enemy[i].right_foot_x = Math.floor((enemy[i].x_pos+5)/tile_size);
				enemy[i].foot_y = Math.floor((enemy[i].y_pos+9)/tile_size);
				enemy[i].bottom = Math.floor((enemy[i].y_pos+8)/tile_size);
				enemy[i].left_foot = level[enemy[i].foot_y][enemy[i].left_foot_x];
				enemy[i].right_foot = level[enemy[i].foot_y][enemy[i].right_foot_x];
				enemy[i].left = level[enemy[i].bottom][enemy[i].left_foot_x];
				enemy[i].right = level[enemy[i].bottom][enemy[i].right_foot_x];
 
				if (enemy[i].left_foot != 0 && enemy[i].right_foot != 0 && enemy[i].left == 0 && enemy[i].right == 0)
				{
					enemy[i].x = enemy[i].x_pos;
				}
				else {
					enemy[i].speed *= -1;
				}
			}
 
			for (var j:int = 0; j < coins.length; j++)
			{
				if(coins[j].hitTestObject(h))
				{
					level_container.removeChild(coins[j]);
				}
			}
 
			for (var k:int = 0; k < keys.length; k++)
			{
				if(keys[k].hitTestObject(h))
				{
					level[keys[k].openY][keys[k].openX] = 0;
 
					level_container.removeChild(levelObj[keys[k].openY][keys[k].openX]);
					level_container.removeChild(keys[k]);
				}
			}
		}
 
		public function ground_under_feet():void
		{
			bonus_speed = 0;
			var left_foot_x:Number = Math.floor((x_pos-6)/tile_size);
			var right_foot_x:Number = Math.floor((x_pos+5)/tile_size);
			var foot_y:Number = Math.floor((y_pos+9)/tile_size);
			var left_foot:Number = level[foot_y][left_foot_x];
			var right_foot:Number = 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;
				case 8 :
					over = "spikes";
					if (left_foot == 8 && right_foot == 8)
					{
						place_player();
					}
			}
		}
 
		public function check_collisions():void
		{
			y_pos += yspeed;
			get_edges();
 
			if (yspeed>0) {
				if ((bottom_right != 0 && bottom_right != 6) || (bottom_left != 0 && bottom_left != 6)) {
					if (bottom_right != 5 && bottom_left != 5) {
						if ((bottom_right == 7 || bottom_left == 7) && (Math.abs(yspeed)>1))
						{
							// trampoline
                    		yspeed *= -1;
                    		jumping = true;
                    		falling = true;
						}else {
							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;
						}
					}
				}
			}
 
			if (yspeed<0) {
				if ((top_right != 0 && top_right != 5 && top_right != 6) || (top_left != 0 && top_left != 5 && top_left != 6)) {
					y_pos = bottom*tile_size+1+8;
					yspeed = 0;
					falling = false;
					jumping = false;
				}
			}
			x_pos += xspeed;
			get_edges();
 
			if (xspeed < 0) {
				if (!is_walkable(top_left) || !is_walkable(bottom_left)) {
					x_pos = (left + 1) * tile_size + 6;
					xspeed = 0;
				}
			}
 
			if (xspeed>0) {
				if (!is_walkable(top_right) || !is_walkable(bottom_right)) {
					x_pos = right * tile_size - 6;
					xspeed = 0;
				}
			}
 
			prev_bottom = bottom;
		}
 
		public function get_edges():void
		{
			right = Math.floor((x_pos+5)/tile_size);
			left = Math.floor((x_pos-6)/tile_size);
			bottom = Math.floor((y_pos+8)/tile_size);
			top = Math.floor((y_pos-9)/tile_size);
 
			top_right = level[top][right];
			top_left = level[top][left];
			bottom_left = level[bottom][left];
			bottom_right = level[bottom][right];
		}
 
		public function place_player():void
		{
			x_pos = (player[0] * tile_size) + (tile_size / 2);
			y_pos = (player[1] * tile_size) + (tile_size / 2 + 1);
 
			h.x = x_pos;
			h.y = y_pos;
		}
 
		public function is_walkable(tile:int):Boolean {
			var walkable:Boolean = false;
			for (var i:int = 0; i < walkable_tiles.length; i++)
			{
				if (tile == walkable_tiles[i])
				{
					walkable = true;
					break;
				}
			}
 
			return (walkable);
		}
	}
}

And this is the result:

Download the source code and make big kudos to Robin!!

Rate this post: 1 Star2 Stars3 Stars4 Stars5 Stars (16 votes, average: 4.88 out of 5)
Loading ... Loading ...
If you found this post useful, please consider a small donation.
» 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.

32 Responses to “New tile based platform engine – AS3 version updated to step 10 PLUS scrolling”

  1. Robin on October 14th, 2008 1:44 pm

    If someone knows how to fix the glitches you see when the container scrolls, please help!

  2. Daniel Rodriguez on October 14th, 2008 3:45 pm

    NOo! just yesterday I made my own AS3 engine, anyway I found interesting how you do it, and have a few questions, I made an enterFrame for each object in the game, one for the player, one for the coins, one for the patrol, one for the keys, and want to know if its better to have one for each object of one big! enterFrame??!!
    Thanks for sharing your work!

  3. Robin on October 14th, 2008 4:05 pm

    I think its better to use 1 enterFrame function, because a lot of eventlisteners means less performance of your game.

  4. Daniel Rodriguez on October 14th, 2008 4:06 pm

    Ok, first I can’t download the file xD.
    Second, yesterday I suffer the same bug that you have now, when you collect a coin or a key, you remove it(removeChild(…), that gives an Error, In my case the problem is that I need to remove the onEnterFrame, but how you have on big onEnterFrame the posible solution is to reduce the array of the coin and the key.

  5. Emanuele Feronato on October 14th, 2008 4:23 pm

    Daniel: I put a broken link, now it’s fixed

  6. Sic Jake on October 14th, 2008 5:03 pm

    Fantastic, thank you very much for doing these. I’ve been wanting to put together a platform game for ages, but could never find a good solid foundation to build upon in flash. Going thru these tuts has taught me alot. Thanks

  7. Gabriel Bianconi on October 14th, 2008 11:12 pm

    Great… Please do BoxHead tutorials (in AS3 XD)

  8. Massimo M. on October 15th, 2008 11:39 am

    Very good work Emanuele!
    ;)
    What is the fps you use on this tutorial ?
    flash 9 is sooo smothly animated!! :)
    I have to learn it good to evolve from my flash 8 games !!!

  9. Robin on October 15th, 2008 11:44 am

    It uses 40 fps, see the meta on line 6 ;)

  10. Andy Cook on October 15th, 2008 10:37 pm

    Seeing everything combined looks awesome! Are you going to add slopes eventually? That might be a cool feature and I can’t think of a way off the top of my head to do it

  11. Josh of Cubicle Ninjas on October 16th, 2008 6:12 am

    The highlight of my day! Awesome work guys. Thanks Robin!

  12. Pete on October 17th, 2008 2:44 pm

    Awesome translation Robin. Coming from a strict Java programming env this is a better transition (Flash Newbie).

    Could you consider adding (or if it’s easy just tell me) collision detection with patrols and multiple levels?

    Thanks 5/5

  13. miff on October 18th, 2008 9:16 pm

    Great for AS3 users :(
    What for us on AS2, part with scrolling?
    Thanks!

  14. Peter on October 19th, 2008 6:08 pm

    I have to agree with Miff:
    Great for AS3 users :(
    What for us on AS2, part with scrolling?
    Thanks!

  15. Anton on October 19th, 2008 6:09 pm

    whoaw great :D
    Great for AS3 users :(
    What for us on AS2, part with scrolling?
    Thanks!

  16. jim on November 18th, 2008 6:05 pm

    what part of the code does the scrolling?? I’m confused.

  17. Kist on January 23rd, 2009 12:29 am

    I agree with the guys above, please can somebody help us make the scrolling for AS2?
    We would really apreciate that. :)
    Thanks!

  18. Jml on March 25th, 2009 12:05 am

    Someone knows how to add you own sprite tiles?

  19. Peter on April 7th, 2009 9:03 pm

    I cant get the tiles removed again. If I wanna do a level change, can anyone help?

  20. Peter on April 7th, 2009 9:08 pm

    Jml, just add a frame in the tiles movieclip and make a new case. Eg:

    Draw some fire in frame 10 of the tile movieclip.

    case 10 :
    over = “fire”;
    if (left_foot == 8 && right_foot == 8)
    {
    place_player();
    }

  21. Peter on April 8th, 2009 8:00 pm

    Oh and the part that makes it scrollable is:

    # level_container.x = -x_pos + 250;
    # level_container.y = -y_pos + 200;

  22. Dylan Dalrymple on August 13th, 2009 7:56 pm

    Hey Emanuele,
    I was wondering if I could withhold the permission to use this platform engine from yourself and Robin vd Vleuten to create a platform engine and IDE called TileSense (you can see the project at http://www.moddb.com/Engines/TileSense). Contact me by my email address, dylandalrymple10@hotmail.com, with your response.

    Sincerely,
    Dyan Dalrymple

  23. Peter on August 27th, 2009 10:55 pm

    If your holding up and left down, you can’t jump, anyone know how to fix that?

  24. Peter on August 27th, 2009 11:35 pm

    Found another bug, if your on a ladder and walks out of it while holding down arrow, you can float down with the speed of climbing the ladder.

  25. Chandler on December 21st, 2009 8:35 pm

    can some one plz give me the script/ tell me how to add multiple levels to this. specifcly when player gets all coins–> next scene or frame
    thanks,
    chandler

Leave a Reply




Trackbacks

  1. labs.VETTIGHEID » Blog Archive » AS3 Platform Engine on October 15th, 2008 10:46 am

    [...] You can find my code and engine also on the blog of Emanuele. [...]

  2. [AS3] Tile help on December 4th, 2008 11:20 pm

    [...] basing my code on this engine (http://www.emanueleferonato.com/2008…ling/#more-573) but Doing everything in 1 big’ol heap isn’t my style so i’m trying to break it [...]

  3. AS3 Platform Engine « labs.VETTIGHEID on December 15th, 2008 12:14 pm

    [...] gemaakt en de basis hiervan wil ik graag met mijn bloglezers delen. Ook heeft Emanuele zelf er een artikel aan gewijdt over mijn port van AS2 naar [...]

  4. Platform Tile Engine in AS3 « labs.VETTIGHEID on March 22nd, 2009 2:36 pm

    [...] engine is gebasseerd op de tutorials van Emanuele Feronato in as2, maar zijn door mij voor hem naar as3 omgezet. En dit is het uiteindelijke [...]

  5. TileSense: AS3 tile based platform engine : Emanuele Feronato on August 15th, 2009 1:45 pm

    [...] It’s a platform engine based on New tile based platform engine – AS3 version updated to step 10 PLUS scrolling [...]

  6. labs.VETTIGHEID » Blog Archive » Platform Tile Game with Box2D: First Attempt! on August 19th, 2009 2:08 pm

    [...] ago, I found Emanuele Feronato’s tutorials on tile-based platform games in AS2 and decided to convert them to AS3. But the engine was still not what I wanted, it was fancier if the player could push crates, walk [...]

  7. Fehler beim Entfernen eines MovieClips - Flashforum on September 12th, 2009 9:04 pm

    [...] [...]

flash games company