New tile based platform engine – part 11 – slopes part a
You asked for it, I made it… ladies and gentlemen… SLOPES! (applause).
I decided to split slopes in two parts, because they are a bit more difficult than other tile types.
In this part, you can walk on slopes but you can’t jump on/from them. Oh, well, you can actually jump or land on them, but without the second part of the code, there could be some glitches.
Obviously if you want to suggest your jumping routine, you’re welcome.
Slopes need a lot of rules in order to work, that can be summarized in one big rule: don’t make senseless slopes.
For senseless slopes I mean everything… senseless… refer to the picture:

Green shapes show some possible slopes while red ones show impossible ones.
Then the is_on_slope function solves slope walking.
Once I’ll publish jumping routine, I’ll write a detailed slope tutorial.
Meanwhile take 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 | walkable_tiles = Array(0, 5, 6, 7, 10, 11);
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;
on_slope = false;
gravity = 0.5;
jump_speed = 6;
climbing = false;
climb_speed = 0.8;
level = new Array();
enemy = new Array();
coin = new Array();
key = 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, 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, 2, 2, 1, 0, 4, 4, 8, 3, 3, 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, 5, 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, 10, 1, 11, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 1];
level[8] = [1, 1, 1, 1, 0, 9, 0, 0, 10, 1, 1, 1, 11, 0, 7, 0, 0, 6, 0, 0, 0, 0, 7, 0, 1];
level[9] = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 4, 4, 1, 8, 1, 8, 1];
player = [10, 6];
enemy[0] = [10, 3, -2];
enemy[1] = [3, 3, -2];
coin[0] = [2, 2];
coin[1] = [23, 4];
key[0] = [1, 5, 5, 8];
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]);
}
}
}
place_player();
for (x=0; x<coin.length; x++) {
coin_mc = level_container.attachMovie("coin", "coin_"+_root.level_container.getNextHighestDepth(), _root.level_container.getNextHighestDepth(), {_x:coin[x][0]*tile_size+tile_size/2, _y:coin[x][1]*tile_size+tile_size/2+1});
coin_mc.onEnterFrame = function() {
if (this.hitTest(level_container.hero._x, level_container.hero._y, true)) {
this.removeMovieClip();
}
};
}
for (x=0; x<key.length; x++) {
key_mc = level_container.attachMovie("key", "key"+_root.level_container.getNextHighestDepth(), _root.level_container.getNextHighestDepth(), {_x:key[x][0]*tile_size+tile_size/2, _y:key[x][1]*tile_size+tile_size/2+1});
key_mc.ind = x;
key_mc.onEnterFrame = function() {
if (this.hitTest(level_container.hero._x, level_container.hero._y, true)) {
open_x = [key[this.ind][2]];
open_y = [key[this.ind][3]];
level[open_y][open_x] = 0;
_root.level_container["t"+open_y+"_"+open_x].removeMovieClip();
this.removeMovieClip();
}
};
}
for (x=0; x<enemy.length; x++) {
foe = level_container.attachMovie("patrol", "patrol_"+_root.level_container.getNextHighestDepth(), _root.level_container.getNextHighestDepth(), {_x:enemy[x][0]*tile_size+tile_size/2, _y:enemy[x][1]*tile_size+tile_size/2+1});
foe.speed = enemy[x][2];
foe.onEnterFrame = function() {
this.x_pos = this._x;
this.y_pos = this._y;
this.x_pos += this.speed;
this.left_foot_x = Math.floor((this.x_pos-6)/tile_size);
this.right_foot_x = Math.floor((this.x_pos+5)/tile_size);
this.foot_y = Math.floor((this.y_pos+9)/tile_size);
this.bottom = Math.floor((this.y_pos+8)/tile_size);
this.left_foot = level[this.foot_y][this.left_foot_x];
this.right_foot = level[this.foot_y][this.right_foot_x];
this.left = level[this.bottom][this.left_foot_x];
this.right = level[this.bottom][this.right_foot_x];
if (this.left_foot != 0 and this.right_foot != 0 and this.left == 0 and this.right == 0) {
this._x = this.x_pos;
}
else {
this.speed *= -1;
}
};
}
}
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") or (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.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 :
over = "air";
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 and right_foot == 8) {
place_player();
}
default :
over = "ground";
speed = ground_acceleration;
friction = ground_friction;
break;
}
}
function check_collisions() {
get_edges();
is_on_slope();
y_pos += yspeed;
get_edges();
// collision to the bottom
if (yspeed>0 and !on_slope) {
if ((bottom_right != 0 and bottom_right != 6 and bottom_right != 10) or (bottom_left != 0 and bottom_left != 6 and bottom_left != 10)) {
// 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 and !on_slope) {
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 (!is_walkable(top_left) or !is_walkable(bottom_left)) {
x_pos = (left+1)*tile_size+6;
xspeed = 0;
}
}
// collision to the right
if (xspeed>0) {
if (!is_walkable(top_right) or !is_walkable(bottom_right)) {
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];
}
function place_player() {
level_container.hero.removeMovieClip();
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});
}
function is_walkable(tile) {
walkable = false;
if (!on_slope) {
for (x=0; x<walkable_tiles.length; x++) {
if (tile == walkable_tiles[x]) {
walkable = true;
break;
}
}
}
else {
walkable = true;
}
return (walkable);
}
function is_on_slope() {
x_slope_detector = Math.floor(x_pos/tile_size);
y_slope_detector = Math.floor(y_pos/tile_size);
if (!jumping and !falling) {
if (level[y_slope_detector+1][x_slope_detector] == 10 or level[y_slope_detector+1][x_slope_detector] == 11) {
y_pos = (y_slope_detector+1)*tile_size+tile_size/2+1;
y_slope_detector += 1;
}
if (level[y_slope_detector][x_slope_detector] == 10 or level[y_slope_detector][x_slope_detector] == 11) {
if (level[y_slope_detector][x_slope_detector] == 10) {
x_offset = tile_size-x_pos%tile_size;
}
// could be an "else"...
if (level[y_slope_detector][x_slope_detector] == 11) {
x_offset = x_pos%tile_size;
}
y_pos = Math.floor(y_pos/tile_size)*tile_size-9+x_offset;
on_slope = true;
}
else {
on_slope = false;
}
}
if (!jumping and !falling and !on_slope and over != "ladder") {
y_pos = (y_slope_detector)*tile_size+tile_size/2+1;
}
} |
And the final example:
They can be easily customized to meet the unique requirements of your project.















(18 votes, average: 4.39 out of 5)









This post has 21 comments
Dude
Hello mr. Feronato,
Nice to see the next part of your tutorial.
I was browsing for part 10 and when i reloaded the flash section part 11 was online =)
Big THanks
Niall Lavigne
Dang, looks nice. Can’t wait for the 2nd slopes part, it surprised me when I fell through after jumping!
Daniel Rodriguez
wow!! that so nice It has a lot of bugs how you said, but anyway its nice, cant way to part 2 for make my own slopes.
Thanks
Arxanas
Well, the slopes work except for the jumping thing, but there isn’t any speed difference between when you go up and down. I see you made the patrols kill you, though.
Gecko
Very glitchy, but cool as always!
lartar
wow, i jump and the hero dissapear :P i think ibroke it
Andy Cook
Awesome! I am taking a look at the code right now. I am interested to see how you did this.
Keep up the good work! This tutorial series is really great so far. Brings back the feeling of reading the “Create a Flash Game” series years ago. I can think of so many great applications to make from this stuff…Thanks!
stupid
Make it so that you rotate to the angle of the slope too.
Massimo M.
bug report:
if i jump from the slope to the <– tile i fall down !!!!!
Monkios
Massimo M. : If you jump from from the slopes to whatever tile, you fall down.
I’m interested in knowing why some slopes are good and some are bad. In games like “N : The way of the ninja” there are lots of what you would call senseless.
Daniel Rodriguez
Monkios: It depends of the code, in this case, a lot of the slopes are senseless if you code more and make it better just a few of slopes will be senseless.
fraser
i really need to know how to make an exit because ive been using your tutorial to help me make a game which was due in a while ago but i couldnt work out how to make an exit or my teacher will go nuts thanks for all the other tutorials though.
Thouble
Much better level design in this one, too. :>
Harman
Nice but can you make the character rotate or slanted when hes walking up or down the slopes?
Josh of Cubicle Ninjas
You’ve blown my mind.
Maciek
It really easily buggs, just jump around the slope a few times, skipping from one side to other and you will fall through the ground.
New tile based platform engine - part 11 - slopes part b : Emanuele Feronato
[...] said in New tile based platform engine – part 11 – slopes part a, the game needed a fix for the jump from/on slope [...]
Adam
I like the code, reminds me of the the objects/tile sets used for the game Agent Platformer. I noticed a slight bug though. I didn’t looks into the coding very deeply yet, but if you are standing on the very right part of the slope you start off on, then jump to the right it seems as if you fall through one of the tiles. I’m guessing its just a slight bug possibly with a “while” command being before or after and if, causing the character to fall through the ground in between a few frames. Looks very good though. Right now Im making a scroller box physics AS2 game in which I’m using a tad of your code. Would you suggest me to change some of your AS2 code into the main time line to speed it up a bit, or do you think it will be unnoticeable in speed? Thanks!
help!
can u make a win tile so that when the player touches it, it goes to another frame, hence player won!?
Gravyerd
anyone know where is the map creator? (to create this lvls using an easy editor (not only numbers)
KonkilA
Hello Mr Feronato!
These tutorials are brilliant, and I am learning so much more about actionscript. However, on creating my own version of this I have encountered an error. I have a squirrel as the playable character, but he only faces one way when moving. I have set up two frames inside my hero movieclip, each with the squirrel facing a different direction, and a stop() command. Then, my right command reads:
if (Key.isDown(Key.RIGHT)) {
_root.hero.gotoAndPlay(2);
xspeed += speed;
walking = true;
}
however, the squirrel still faces left :(. Any ideas?