//TODO //- Start Screen //- Level Editor (click with mouse spawns or deletes tiles) // - Hotkey to slide the window right and left // - Find a way to make menus //- Movement berechnen mit move = gravitation - speed // - Jump als Zahl, die langsam kleiner wird // // Make Colission better: // - https://happycoding.io/tutorials/processing/collision-detection // jumping related float speed = 20; float gravitation = 9.81; float jumpheight; float jumpcooldown = 12; // for moving x-axis (mostly depracted) // But dont delete yet!! // PVector direction = new PVector(0,0); PVector pos = new PVector(220, 50); int playerRadius = 25; // float actualPos; PVector tilesize = new PVector(50, 50); int[][] level; int tilesmoved = 0; int tilespeed = 3; // The actual game void play() { // calculate actual position on ground // actualPos = height - pos.y; background(255); // player rectMode(CENTER); rect(pos.x, pos.y, playerRadius, playerRadius); moveTiles(tilespeed); baseRect(); newJump(); collisionTest(); generate_tiles(); helper(); menuButton(); fill(0); text(tilesmoved, 700, 50); tilesmoved = tilesmoved + tilespeed; fill(255); } void moveTiles(int tilesspeed) { for (int i = 0; i < level.length; i++) { level[i][0] = level[i][0] - tilesspeed; } } void moveTilesBack(int tilespeed) { for (int i = 0; i < level.length; i++) { level[i][0] = level[i][0] + tilesmoved; } tilesmoved = 0; } // Handles Jumping float movement; float jumpspeed; void newJump() { movement = gravitation - jumpspeed; pos.set(pos.x, pos.y + movement); if (jumpspeed > 0) { jumpspeed--; } } // This is an absolute mess // TODO Collision erweitern wie in https://happycoding.io/tutorials/processing/collision-detection void collisionTest() { // Collision with baseline if ( pos.y > 0.875*height - playerRadius/2 ) { pos.set(pos.x, 0.875*height - playerRadius/2); } // Collision with all the tiles bottom site for (int i = 0; i < level.length; i++) { boolean xSideEdges = pos.x > level[i][0] - tilesize.x/2 && pos.x < level[i][0] + tilesize.x/2; boolean ySideEdges = pos.y < level[i][1] + tilesize.y/2 && pos.y > level[i][1] - tilesize.y/2; // Bottom if ( (xSideEdges) && (ySideEdges)) { pos.set(pos.x, level[i][1] + tilesize.y/2); } // Top if ( (xSideEdges) && (pos.y < level[i][1] + tilesize.y/2 && pos.y > level[i][1] - tilesize.y/2 - playerRadius)) { pos.set(pos.x, level[i][1] - tilesize.y/2 - 15); } } }