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 Moving Levels.
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magicman




PostPosted: Thu May 20, 2004 9:06 am   Post subject: Moving Levels.

I'm making a level for my game. It's a long level. When the player reaches the end of the screen, i want it to move with the player. What is the code to do that???¿¿¿
thanks for the help.
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Tony




PostPosted: Thu May 20, 2004 12:39 pm   Post subject: (No subject)

you keep the player in the center of the screen and draw the level relative to the player.
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
magicman




PostPosted: Thu May 20, 2004 2:53 pm   Post subject: (No subject)

How would you make the player jump???¿¿¿
SuperGenius




PostPosted: Thu May 20, 2004 2:58 pm   Post subject: (No subject)

have it check for the up button(or whichever button) being pressed, and then have the y coord of the sprite/picture increase and then decrease
magicman




PostPosted: Mon May 31, 2004 6:59 am   Post subject: (No subject)

What kind of coding would i have to do for the y coord to increase and decrease??
SuperGenius




PostPosted: Mon May 31, 2004 2:52 pm   Post subject: (No subject)

Here's a diagram. Dont let it confuse you because it has nothing to do with the x coord. It is a rough parabola. It would be a little tough to do because for every unit of time the change in position is a different amount. I'll give you an example. (keyword example)

code:

yheight=timeelapsed**


time elapsed is the time that has passed since the jump started (when the key was pressed. You will also need to add a constant to the y value (unless your man normally walks at coord (x,0). The constant you need to add is the height of the ground that you used in your game (ex if he is running on a flat surface, that is the number that I am talking about)



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jump.gif


Cervantes




PostPosted: Mon May 31, 2004 3:07 pm   Post subject: (No subject)

erg, personally I wouldn't use Time.Elapsed.
IMO, here's a simpler way of doing it.

code:

setscreen ("offscreenonly")
var keys : array char of boolean
var jump := false %boolean. since it's declared as false turing knows its boolean
var x, y, vy : real %vy = velocity in the y plane.  aka, the upwards velocity of the player.
x := 100
y := 100
const gravity := 0.1

loop

    Input.KeyDown (keys)
    if keys (KEY_UP_ARROW) and not jump then %"and not jump" is the same as "and jump = false"
        jump := true
        vy := 5
    end if
    if jump then %"if jump then" is the same as "if jump = true then"
        y += vy % same as y := y + vy
        vy -= gravity % same as vy := vy - gravity
        if y <= 100 then
            jump := false
        end if
    end if

    drawfilloval (round (x), round (y), 15, 15, red)
    delay (10)
    View.Update
    drawfilloval (round (x), round (y), 15, 15, white)

end loop


hope this helps
SuperGenius




PostPosted: Mon May 31, 2004 4:06 pm   Post subject: (No subject)

i just meant that as an example, but i dunno the time module and stuff, so i just wrote that.
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rhomer




PostPosted: Mon May 31, 2004 6:05 pm   Post subject: (No subject)

My idea for you is to base all object as a distance away from the start of the ball...

I just started working off Cervantes code...
Its crappy cuz i did it very fast but it illustrates my point i think..

code:
setscreen ("offscreenonly")
var chars : array char of boolean
var jump : boolean := false
var ballx, bally, vy : real := 0
var xdir : int := 1
var boxx1, boxx2 : int
var xchange : int := 0
const gravity := 0.1

ballx := maxx div 2
bally := 100
boxx1 := maxx + 1
boxx2 := maxx + 11

loop
    Input.KeyDown (chars)
    if chars (KEY_UP_ARROW) and jump = false then
        jump := true
        vy := 5
    elsif chars (KEY_RIGHT_ARROW) then
        xchange += 1
        if xchange > 100 then
            boxx1 -= 1
            boxx2 -= 1
        end if
    elsif chars (KEY_LEFT_ARROW) then
        xchange += -1
        boxx1 += 1
        boxx2 += 1
    end if
    if jump = true then
        bally += vy
        vy -= gravity
        if bally <= 100 then
            jump := false
        end if
    end if
    if ballx > boxx1 - 15 and ballx < boxx2 + 15 and bally < 200 then
        ballx := boxx1 - 15
    end if
    drawfillbox (boxx1, 85, boxx2, 185, blue)
    drawfilloval (round (ballx), round (bally), 15, 15, red)
    delay (10)
    View.Update
    drawfillbox (boxx1, 85, boxx2, 185, white)
    drawfilloval (round (ballx), round (bally), 15, 15, white)
end loop
guruguru




PostPosted: Mon May 31, 2004 6:19 pm   Post subject: (No subject)

This topic had the similary problem of moving the background relative to the player. Click!

As for jumping, a little procedure like this can be called whenever up is pressed. Just a slight modification of rhomers code.

code:

procedure ballJump
    vy := 5
    loop
        bally += vy       
        vy -= gravity
        cls
        Draw.FillOval (round(ballx), round(bally), 15, 15, red)
        View.Update
        delay(10)
        exit when bally <= 100       
    end loop
end ballJump
s_climax




PostPosted: Wed Jun 02, 2004 9:04 pm   Post subject: (No subject)

code:

function CircumColor (centrex : real, centrey : real, xradius : int, yradius : int) : boolean
    var tempx, tempy : int
    var collide : boolean
    collide := false
    for i : 1 .. 31
        tempx := (round ((xradius + 1) * (sin (i)))) + round (centrex)
        tempy := (round ((yradius + 1) * (cos (i)))) + round (centrey)
        if whatdotcolor (tempx, tempy) ~= 0 then
            collide := true
            exit
        end if
    end for
    result collide
end CircumColor

This is a function I made for this program. Draw some boxes and jump around. It should tell you whether you're character has hit anything not white
magicman




PostPosted: Fri Jun 04, 2004 12:58 pm   Post subject: (No subject)

hey. I also need an easy way to make the screen move when my guy goes to the end of the run window.
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