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Hello y'all,

I'm working on making a puzzle game, and I've come across a problem with the collision detection/map reading when I try to change to the next map. I think this stems from the fact that I'm missing a concept somewhere on how maps work. Everything seems to work find until I move to the third map...not sure what I'm missing.

--sprite 0 is blank
--sprite 1 is player
--sprite 2 is to mark where the player spawned
--sprite 16 is wall

function _update()
 moveplayer()
 solidstuff()
end

function _draw()
 cls()
 map(0,0,0,0,16*3,16)
 spr(1,player.x,player.y,1,1,0,false)
 camera(cel_x*8,cel_y*8)
end

function moveplayer()
--moving player
 if btnp(0,0) and solid.li!=16 and solid.lf!=16 
  then player.x-=player.dx
 end
 if btnp(1,0) and solid.ri!=16 and solid.rf!=16 
  then player.x+=player.dx
 end
 if btnp(3,0) and solid.di!=16 and solid.df!=16 
  then player.y+=player.dy
 end 
 if btnp(2,0) and solid.ui!=16 and solid.uf!=16 
  then player.y-=player.dy
 end
 --switches the map
 if btnp(5,0) 
  then cel_x+=16 readmap() player.x+=16*8
 end  
 if btnp(4,0) 
  then cel_x-=16 readmap() player.x-=16*8
 end  
end

function readmap()
 for x=0,15 do
  for y=0,15 do
   tile=mget(x+cel_x,y+cel_y)
   if tile==1 
    then mset(x+cel_x,y+cel_y,2) player.x=x*8 player.y=y*8
   end
  end
 end
end 

function solidstuff()
 solid.di=mget(flr((player.x)/8),flr((player.y+8)/8))
 solid.df=mget(flr((player.x+7)/8),flr((player.y+8)/8))
 solid.ui=mget(flr((player.x)/8),flr((player.y-8)/8))
 solid.uf=mget(flr((player.x+7)/8),flr((player.y-8)/8))
 solid.li=mget(flr((player.x-1)/8),flr((player.y)/8))
 solid.lf=mget(flr((player.x-1)/8),flr((player.y)/8))
 solid.ri=mget(flr((player.x+8)/8),flr((player.y)/8))
 solid.rf=mget(flr((player.x+8)/8),flr((player.y)/8))
end  

function _init()
 player={}
 player.x=8 player.y=8
 player.dx=8 player.dy=8 

 solid={}
 solid.di=0 solid.df=0
 solid.ui=0 solid.uf=0
 solid.li=0 solid.lf=0
 solid.ri=0 solid.rf=0

 cel_x=0 cel_y=0

 tile=0
 readmap()
end 
P#42528 2017-07-15 22:03 ( Edited 2017-07-16 16:26)

I forgot to mention that I'm trying to make a system where the initial player player location (and other game related items) is obtained from reading the map.

P#42529 2017-07-15 22:31 ( Edited 2017-07-16 02:31)

At first, you'd to mention that this problem appears only whenplayer.dyis not a multiple of tile height. Your bug is in this two lines:

solid.ui=mget(flr((player.x)/8),flr((player.y-8)/8))
solid.uf=mget(flr((player.x+7)/8),flr((player.y-8)/8))

You see,player.xandplayer.yare coordinates of upper left corner of sprite, so if you want to check one pixel above, you has to checkplayer.y-1.

P.S.: mgetfunction can take non-integer values so you no need to useflr().

P#42543 2017-07-16 12:26 ( Edited 2017-07-16 16:26)

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