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Moving Levels.
Author Message
magicman

Posted: 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???Â¿Â¿Â¿
thanks for the help.

Tony

Posted: 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.
Tony's programming blog. DWITE - a programming contest.
magicman

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

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

Posted: 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

Posted: 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

Posted: 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)

jump.gif
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Cervantes

Posted: 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

Posted: 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.

rhomer

Posted: 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

Posted: 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

Posted: 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

Posted: 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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