Game 6 Highlights
Last updated
Last updated
Platformer Movement (Video 1)
Importing Sprite Sheets (Video 1)
Enemy Movement & Paths (Video 2)
Tile Sets (class and video 3)
Big Room with a follow view (class and video 3)
// Run This Function in END STEP event
/*
INSTRUCTIONS:
This function requires passing in arguments playerSpeed (not hspeed or speed)
and a gravity value.
You should also make an optional argument maxFall with a value of 15
In addition, you need to have two variables in the create event
of your object:
jumpSpeed = 0
canJump = true
optional: Jumping variable (needed in create if you are going to have
a jumping animation (controlled in step).
*/
/*********************/
/*Horizontal Movement*/
/*********************/
var move = -keyboard_check(vk_left) + keyboard_check(vk_right);
var collision = instance_place(x+playerSpeed, y+vspeed, all);
// You are moving right
if (move == 1){
if (collision < 0 or !object_get_solid(collision.object_index)){
x += playerSpeed;
}
// Move to wall, if there is a SOLID wall to your right
else{
move_contact_solid(0, playerSpeed);
}
}
// You are moving left
else if (move == -1){
collision = instance_place(x-playerSpeed, y+vspeed, all)
if ( collision < 0 or !object_get_solid(collision.object_index)){
x -= playerSpeed;
}
// Move to wall, if there is a solid wall to your left
else{
move_contact_solid(180, playerSpeed);
}
}
/*******************/
/*Vertical Movement*/
/*******************/
jumping = false;
collision = instance_place(x, y - jumpSpeed, all);
// Check to see if you are in the air or are about to jump.
if (place_empty(x, y + 1) or jumpSpeed > 0 or (collision > 0 and !object_get_solid(collision.object_index))){
jumping = true;
}
// if you are jumping...
if (jumping){
// Move up or down if there is no collision this frame.
if (collision < 0 or !object_get_solid(collision.object_index)){
y -= jumpSpeed;
}
// Check for a SOLID object below you
else if (jumpSpeed < 0 and object_get_solid(collision.object_index)){
move_contact_solid(270, jumpSpeed)
jumpSpeed = 0
}
// Check for a SOLID object above you
else if (jumpSpeed > 0 and object_get_solid(collision.object_index)){
move_contact_solid(90, jumpSpeed)
jumpSpeed = -0.1
}
jumpSpeed -= grav;
if (jumpSpeed < -maxFall){
jumpSpeed = -maxFall;
}
}
// If you are on SOLID ground, allow the player to jump again.
if (!place_empty(x, y+1) and instance_place(x, y + 1, all) > 0 and object_get_solid( instance_place(x, y + 1, all).object_index)){
canJump = true;
}
var dir = -keyboard_check(vk_left) + keyboard_check(vk_right)
//put your sprite names here:
var jump_right = sMario_jumpR
var walk_right = sMario_right
var jump_left = sMario_jumpL
var walk_left = sMario_left
image_speed = 3
if (dir == 1){
if (jumping){
sprite_index = jump_right;
}
else {
sprite_index = walk_right;
}
}
else if (dir == -1){
if (jumping){
sprite_index = jump_left;
}
else {
sprite_index = walk_left;
}
}
else {
if (!jumping and sprite_index = jump_right){
sprite_index = walk_right;
} else if (!jumping and sprite_index = jump_left){
sprite_index = walk_left;
} else if (jumping and sprite_index = walk_right) {
sprite_index = jump_right;
} else if (jumping and sprite_index = walk_left) {
sprite_index = jump_left;
}
image_speed = 0;
image_index = 0;
}
var collision = instance_place(x+hspeed, y+vspeed, all);
var collisionBelowRight = instance_place(x+hspeed+sprite_width, y+1, all)
var collisionBelowLeft = instance_place(x+hspeed-sprite_width, y+1, all)
if (hspeed > 0){
if (place_empty(x+hspeed+sprite_width, y+1) or
(collision >-0 and object_get_solid(collision.object_index)) or
(!place_empty(x+hspeed+sprite_width, y+1) and collisionBelowRight > 0 and object_get_solid(collisionBelowRight.object_index) == false )){
hspeed = -hspeed;
}
}
else if (hspeed < 0){
if (place_empty(x+hspeed-sprite_width, y+1) or
(collision >-0 and object_get_solid(collision.object_index)) or
(!place_empty(x+hspeed-sprite_width, y+1) and collisionBelowLeft > 0 and object_get_solid(collisionBelowLeft.object_index) == false )){
hspeed = -hspeed;
}
}
if (y < other.y and jumpSpeed <= 0){
instance_destroy(other)
}
else {
instance_destroy(self)
}