News:

Function Finder  Find all the functions within source code files

Main Menu

2d sidescroller engine with basic gravity

Started by LemonWizard, June 01, 2009, 05:28:46 AM

Previous topic - Next topic

LemonWizard

This is a 2d sidescroller engine with basic gravity, no camera, and no external gfx.
Nothing special. Atleast not yet.
Just a skeleton I am going to build on.
I used the checkmapimpact example, because why re code something that's already done.
=p
The rest of it though, the gravity the player sprite, and the map, the tiles. those were hand coded.
Enjoy.
Also, comments are always nice.

PlayBASIC Code: [Select]
; PROJECT : Gravity
; AUTHOR : LemonWizard
; CREATED : 5/31/2009
; EDITED : 6/1/2009
; ---------------------------------------------------------------------
openscreen 640, 640, 32, 1
map=newmap(1)
createmapGFX map, 32, 32, 2, rgb(0, 0, 0)
rendertoscreen
cls rgb(0, 255, 0)
getmapblk map, 1, 0, 0
cls rgb (255, 0, 0)
getmapblk map, 2, 0, 0
cls rgb(0,0,0)
sprite=newimage(32, 32)
rendertoimage sprite
ink rgb(20, 100, 255)
cls rgb(255,255,255)
circle 10, 10, 10, 1
;imagemaskcolour sprite, rgb(0,0,0)
rendertoscreen
spx=5*32
spy=5*32
setfps 60
speed=3
PLayerWidth=32
PlayerHeight=32
jump=false
gravity=true

spr=newsprite(spx, spy, sprite)
spritecollisionmode spr, 6
positionsprite spr, spx, spy

level=newlevel(map, 20, 20)
for temp1=0 to 20
pokeleveltile map, level, temp1, 0, 1
pokeleveltile map, level, temp1, 19, 1
next temp1

for temp1=0 to 20
pokeleveltile map, level, 0, temp1, 2
pokeleveltile map, level, 19, temp1, 2
next temp1

pokeleveltile map, level, 5, 17, 1
pokeleveltile map, level, 6, 17, 1
pokeleveltile map, level, 7, 17, 2
pokeleveltile map, level, 8, 17, 2

Main:
if jtime >0 then gravity=false
if jtime=0 then gravity=true
PlayerNewX=spx
PlayerNewY=spy

; Handle the players Movement
If UpKey() then gosub jumpset
if gravity=true then PlayerNewY=spy+Speed
If LeftKey() Then PlayerNewX=spx-Speed
If RightKey() Then PlayerNewX=spx+Speed

if jump=true
jtime=jtime-1
PlayerNewY=PlayerNewY-speed
if jtime=0
jump=false
fall=true
endif

endif


; ==========================
; Handle Collision
; ===========================

If CheckMapImpact(map,level,spx,spy,PlayerNewX,PlayerNewY,PLayerWidth,PlayerHeight)
; If there was impact with the map, then read our
; new position back.
spx=GetMapImpactX()
spy=GetMapImpactY()

; Check what side the impact occured upon
; and display a message

If GetMapImpactLeft()
Print "Impact occured on the LEFT side"
EndIf

If GetMapImpactRight()
Print "Impact occured on the RIGHT side"
EndIf

If GetMapImpactTop()
Print "Impact occured on the TOP side"
EndIf

If GetMapImpactBot()
Print "Impact occured on the Bottom side"
fall=false
EndIf
Else
; No Collision, Then set the current players
; position to it's new position
spx=PlayerNewX
spy=PlayerNewY
gravity=true
fall=true
EndIf


positionsprite spr, spx, spy

drawmap map, level, 0, 0
drawallsprites
sync

goto main

jumpset:
if jump=true then return
if jtime >0 then return
if fall=true then return
jtime=30
jump=true
return







Big C.

One Hint: The Line

createmapGFX map, 32, 32, 2, rgb(0, 0, 0)

produce the fatal error: Map Block Index '2' out of Range (0 to 1). you have to correct the number of tiles from 2 to 3 to get the code running ==> createmapGFX map, 32, 32, 3, rgb(0, 0, 0)


stevmjon

nice catch big c.

hey lemonwizard.
for fun i added a smooth jump and fall to the sprite. the fall also increases speed over time.
thought this would look cool and add to your project.

hope you like it,  stevmjon

It's easy to start a program, but harder to finish it...

I think that means i am getting old and get side tracked too easy.

kevin