Reputation: 8808
Alright, so I'm trying to make a quick and dirty platformer engine, and I am having some problems with my collision detection and moving platforms. for one thing the "player" seems to bounce on top of moving platforms ever so slightly, and when he hits the right side errors happen as well. I'll upload a jnlp demo so you can try to find more errors and see whats happening, but here is the source:
import java.awt.Rectangle;
import java.util.Vector;
import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.BasicGame;
import org.newdawn.slick.Color;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Input;
import org.newdawn.slick.SlickException;
public class Platformer extends BasicGame{
boolean keys[];
int ALL_KEYS = 0xFF;
Player player;
Vector<Vector<Thing> > things;
int level = 0;
public Platformer() {
super("You've met with a terrible fate, haven't you?");
}
public void init(GameContainer gc) throws SlickException {
keys = new boolean[ALL_KEYS];
for(int i = 0; i < ALL_KEYS; i++){
keys[i] = false;
}
player = new Player();
things = new Vector<Vector<Thing> >();
Vector<Thing> temp = new Vector<Thing>();
temp.add(new Thing(0, 440, 640, 40, 1));
temp.add(new Thing(200, 300, 240, 50, 1));
temp.add(new Thing(500, 200, 240, 50, 1));
things.add(temp);
}
public void update(GameContainer gc, int delta) throws SlickException{
if(keys[Input.KEY_UP]){
player.velo = player.maxJump;
keys[Input.KEY_UP] = false;
}
if(keys[Input.KEY_DOWN]){
keys[Input.KEY_DOWN] = false;
}
if(keys[Input.KEY_LEFT]){
player.delta -= player.speed;
if(player.delta < -player.maxSpeed)
player.delta = -player.maxSpeed;
}
else if(keys[Input.KEY_RIGHT]){
player.delta += player.speed;
if(player.delta > player.maxSpeed)
player.delta = player.maxSpeed;
}
else{
if(player.delta < -0.5){
player.delta += player.speed;
}
else if(player.delta > 0.5){
player.delta -= player.speed;
}
else if(player.delta > -0.5 && player.delta < 0.5){
player.delta = 0;
}
}
if(player.delta < 0)
player.moveLeft(things.get(level));
else if(player.delta > 0)
player.moveRight(things.get(level));
if(player.velo < 0)
player.moveUp(things.get(level));
else
player.moveDown(things.get(level));
things.get(level).get(1).moveRight(player, things.get(level));
}
public void render(GameContainer gc, Graphics g) throws SlickException{
g.setColor(new Color(0,55,55));
g.fillRect(0, 0, 640, 480);
g.setColor(new Color(255,0,0));
g.fillRect(player.x, player.y, player.width, player.height);
for(int i = 0; i < things.get(level).size(); i++){
if(things.get(level).get(i).type == 1)
g.setColor(new Color(0,100,100));
g.fillRect(things.get(level).get(i).x, things.get(level).get(i).y,things.get(level).get(i).width, things.get(level).get(i).height);
}
}
public void keyPressed(int key, char c) {
keys[key] = true;
}
public void keyReleased(int key, char c) {
keys[key] = false;
}
public static void main(String[] args) throws SlickException{
AppGameContainer app =
new AppGameContainer( new Platformer() );
app.setShowFPS(false);
app.setAlwaysRender(true);
app.setTargetFrameRate(60);
app.setDisplayMode(640, 480, false);
app.start();
}
class Player{
float x = 50;
float y = 50;
float delta = 0; // x momentum
float velo = 0;
int height = 50;
int width = 30;
float speed = 0.2f;
int maxSpeed = 6;
int maxFallSpeed = 5;
int maxJump = -8;
public void moveLeft(Vector<Thing> things){
x += delta;
if(x < 0)
x = 0;
for(int i = 0; i < things.size(); i++){
if(new Rectangle((int) x, (int) y, width, height).intersects(new Rectangle((int) things.get(i).x, (int) things.get(i).y, things.get(i).width, things.get(i).height))){
x += (things.get(i).x + things.get(i).width) - x;
delta = 0;
}
}
}
public void moveRight(Vector<Thing> things){
x += delta;
if(x + width > 640)
x = (640 - width);
for(int i = 0; i < things.size(); i++){
if(new Rectangle((int) x, (int) y, width, height).intersects(new Rectangle((int) things.get(i).x, (int) things.get(i).y, things.get(i).width, things.get(i).height))){
x -= (x + width) - things.get(i).x;
delta = 0;
}
}
}
public void moveLeftWithThing(Vector<Thing> things, float thingSpeed){
x -= thingSpeed;
if(x < 0)
x = 0;
for(int i = 0; i < things.size(); i++){
if(new Rectangle((int) x, (int) y, width, height).intersects(new Rectangle((int) things.get(i).x, (int) things.get(i).y, things.get(i).width, things.get(i).height))){
x += (things.get(i).x + things.get(i).width) - x;
delta = 0;
}
}
}
public void moveRightWithThing(Vector<Thing> things, float thingSpeed){
x += thingSpeed;
if(x + width > 640)
x = (640 - width);
for(int i = 0; i < things.size(); i++){
if(new Rectangle((int) x, (int) y, width, height).intersects(new Rectangle((int) things.get(i).x, (int) things.get(i).y, things.get(i).width, things.get(i).height))){
x -= (x + width) - things.get(i).x;
delta = 0;
}
}
}
public void moveUp(Vector<Thing> things){
y += velo;
velo += speed;
if(velo > maxFallSpeed)
velo = maxFallSpeed;
for(int i = 0; i < things.size(); i++){
if(new Rectangle((int) x, (int) y, width, height/2).intersects(new Rectangle((int) things.get(i).x, (int) things.get(i).y, things.get(i).width, things.get(i).height))){
y += (things.get(i).y + things.get(i).height) - y;
velo = 0;
}
}
}
public void moveDown(Vector<Thing> things){
y += velo;
velo += speed;
if(velo > maxFallSpeed)
velo = maxFallSpeed;
boolean b = false;
for(int i = 0; i < things.size(); i++){
if(!b && new Rectangle((int) x, (int) y + (height/2), width, height).intersects(new Rectangle((int) things.get(i).x, (int) things.get(i).y, things.get(i).width, things.get(i).height))){
y -= (y + height) - things.get(i).y;
velo = 0;
}
}
}
}
class Thing{
float x = 50;
float y = 50;
int height = 50;
int width = 30;
int type = -1;
float speed = 0.5f;
public Thing(float x, float y, int width, int height, int type){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.type = type;
}
public void moveUp(Player player){
y -= 0.5f;
if(new Rectangle((int) x,(int) y, width, height).intersects(new Rectangle((int) player.x, (int) player.y, player.width, player.height))){
player.y -= (player.y + player.height) - y;
player.velo = 0;
}
}
public void moveRight(Player player, Vector<Thing> things){
x += speed;
if(new Rectangle((int) x,(int) y - 1, width, height).intersects(new Rectangle((int) player.x, (int) player.y, player.width, player.height))){
player.moveRightWithThing(things, speed);
}
}
}
}
And here is the demo: http://prime.programming-designs.com/java/platformer_demo/platdemo.jnlp
Upvotes: 0
Views: 451
Reputation: 65854
The reason why you are having trouble finding the error is that the code is ghastly.
moveLeft
, moveRight
, moveUp
and moveDown
are all very similar.velo
for velocity downwards, but delta
for velocity rightwards (mislabelled as "momentum"): why not vy
and vx
? Also maxSpeed
for maximum horizontal velocity but maxFallSpeed
for maximum vertical velocity.speed
.new Rectangle
every time you want to test whether something has hit something else.Duplication of code has the effect of introducing bugs, because when functionality is duplicated there's the possibility of getting it wrong in one of the places, and also of hiding bugs, because the volume of code makes it harder to spot them.
Anyway, the bouncing on platforms may be something to do with the fact that in Player:moveDown
you are using a rectangle that's offset by half the player's height, whereas in Thing:moveRight
you are colliding with a rectangle that's not offset. (But that's just a guess.)
Upvotes: 7