2/21/2023 0 Comments Vertical screen wrap platformers![]() ![]() Since the player is usually going quite fast by the end of a fall, this snap is nearly imperceptible unless one is looking for it. When the tile beneath the player is a platform, and the player has not just jumped (going up), then the player snaps into position above the platform. See Map Generation.) to see if it is a platform or not and apply gravity appropriately. This check occurs in constant time, as one merely checks the tile directly below the player (stored in a Boolean array. When not directly over a platform, it has an acceleration applied in downward direction. The player (yellow box) moves left/right with constant velocity depending on which arrow key has been held down. ![]() Platformer physics merely checks to see if player is over a platform in the tile beneath (dark blue). we wouldn't need to use tiles to draw the map). Should I have had a static map (rather than procedurally generated), using this method of drawing the map would have the benefit that an artist could draw a map however he pleases (i.e. It seems to work, but drawing the background takes up approximately 90% of processing time. Since the map never changes after the start, this should be a significant performance boost, but alas Processing.js seems to have trouble drawing an image that I've created in this manner. To draw, when I create the map, I create an image buffer the size of the entire world and draw each tile to that. The map consists of a two-dimensional Boolean array indicating if a tile is a platform (or not). The dark green squares indicate possible locations for the next platform.įigure 1. Figure 1 illustrates the possible platform locations. Also, to make jumping to the next platform easier, platforms are never more than three tiles higher than their left neighbor. The map is generated in such a way that the green platforms are a minimum of two 32x32 pixel tiles wide. Every time the page is refreshed you should see an entirely new map. When a boid hits a vertical edge, the x portion of the velocity vector is reflected, and when it hits a horizontal edge, the y portion of the velocity vector is reflected.įor detailed information about the flocking behavior and any performance issues related to flocking, see my flocking toy run in Processing.js. Boids bounce off the edges of the display using a ping-pong ball angle of incidence method. They also have a force vector applied by the obstacles (red and green squares). Information Flockingīoids use the standard cohesion, alignment, and separation forces (see Craig Reynolds). Watch the camera move as you go to the right. The square will wrap around the top or bottom if he falls too far or jumps too high. When he falls, the square is treated as an attractor, so they will move toward him. When the square jumps up, boids treat him as an obstacle, so they try to avoid him. Left click and drag to create an "attractor." Right click to create an obstacle. He can jump twice from mid-air before he tuckers out and has to land. Use the arrow keys to move left and right. This browser does not have a Java Plug-in. ![]()
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