New tile based platform engine – part 4

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For all jumping fanatics out there, I developed the jumping routine.

You can jump hitting SPACE, hope you like it.

From next post, I’ll start explaining how I developed this script and obviously I will add a lot of tile types.

Now I need some decent pixel art to give the game a polished look.

And don’t forget I am about to translate it into AS3…

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, 0, 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, 0, 0, 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; ymax_speed) {
		xspeed = max_speed;
	}
	if (xspeed0) {
		if ((level[bottom][right] != 0) or (level[bottom][left] != 0)) {
			y_pos = bottom*tile_size-9;
			yspeed = 0;
			falling = false;
			jumping = false;
		}
	}
	// collision to the top  
	if (yspeed<0) {
		if ((level[top][right] != 0) or (level[top][left] != 0)) {
			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 ((level[top][left] != 0) or (level[bottom][left] != 0)) {
			x_pos = (left+1)*tile_size+6;
			xspeed = 0;
		}
	}
	// collision to the right                         
	if (xspeed>0) {
		if ((level[top][right] != 0) or (level[bottom][right] != 0)) {
			x_pos = right*tile_size-6;
			xspeed = 0;
		}
	}
}
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);
}

Download the source code and enjoy.

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214 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
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