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Thread: Making Slopes for a Platformer Game

  1. #1
    Member Gravity Games's Avatar
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    Default Making Slopes for a Platformer Game

    Hi, I'm having trouble making slopes for a 2D platformer game in Java. How would I go about making them? Do I just subtract 1 pixel from y for every x pixel moved (and tweak it for other angles) or what, cause I haven't been able to find any tutorials on YouTube.
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)


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    Default Re: Making Slopes for a Platformer Game

    Depends on how you are creating graphics. The Graphics class has a drawLine method.
    Improving the world one idiot at a time!

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    Default Re: Making Slopes for a Platformer Game

    I'm using an object based system heavily inspired by the tile based systems of retro platformers, is there a way to make an objects collision size a triangle instead of only squares like I'm doing now?
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

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    Default Re: Making Slopes for a Platformer Game

    is there a way to make an objects collision size a triangle instead of only squares
    Sure there is. Any class that (correctly) implements the interface Shape, (like the Polygon class), could be used to detect collisions. Pretty much any shape you can draw.

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    Default Re: Making Slopes for a Platformer Game

    Well, I'm still having trouble with this, so I thought I would bump this thread instead of making a new one. Here's the code I'm using:

    In the method that checks if the character is colliding with the floor
    	if (Frame.dir>=0){
    						tiley=Level.tile.get(f).y;
    						isTouchingFloor=true;
    						y=slopetemp;
    						return false;
    						}
    						if (Frame.dir<0){
    							//y=slopetemp;
    							return false;
    							}
    						if (Frame.dir==0){
    							//y=slopetemp;
    							return true;
    							}

    and the one for walls
    if (Frame.dir>0){
    					slopex=Level.tile.get(g).x;
    					System.out.println(slopex);
    					//slopey=y;
    					System.out.println(x+16);
    					slopetemp=y-(x+16-slopex);
    					//System.out.println(slopetemp);
    					y=slopetemp;
    					return false;
    					}
    					if (Frame.dir<0){
    						slopex=Level.tile.get(g).x;
    						//slopey=y;
    						//x-=Frame.dir;
    						//slopetemp=y+(x-slopex);
    						System.out.println(slopetemp);
    						//y+=Frame.dir;
    						return false;
    						}
    					if (Frame.dir==0){
     
    					}
    Current Projects (and planned release dates):

    Chomp's Wacky Worlds [???] (PC, Android and Ouya)
    Kyle the Caiman [???] (PC, Android and Ouya)
    KTC: King Crocko's Mystic Maze [???] (PC, Android and Ouya)

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