If (gc.getInput().isKeyDown(Input.KEY_SPACE) & y >= floorHeight) // Must be on the ground to jump. If (gc.getInput().isKeyDown(Input.KEY_D)) Your full update/tick method should look as follows: public void update(GameContainer gc, int delta) throws SlickException If so, set their y position to the floorHeight. Finally, we check if the player is below the floorHeight. This should create the illusion that the player is jumping in a parabola shape. We also decrease the jumpStrength by the player's weight. Next, we subtract jumpStrength from the player's y-position every frame. The first if statement should be fairly obvious- if the player presses spacebar, and if they are on the ground, set the jumpStrength variable to 24. If (y >= floorHeight) y = floorHeight // Ensure the player does not fall through the floor. JumpStrength -= weight // Gradually decrease the strength of the jump by the player's weight. Y -= jumpStrength // Move the player on the y-axis based on the strength of the jump. JumpStrength = 24 // Will result in the player moving upwards. Next, we have to make the player jump, which is shown in the following code: // Jump code if (gc.getInput().isKeyDown(Input.KEY_SPACE) & y >= floorHeight) // Must be on the ground to jump. I was just lazy and didn't want to over-complicate the tutorial. You can, if you choose to, use a delta variable to ensure the speed of movement is independent of the framerate. if (gc.getInput().isKeyDown(Input.KEY_D))Įlse if (gc.getInput().isKeyDown(Input.KEY_A)) Movement on the x-axis is simple- based on the player's input, increase or decrease the player's x position by the speed: // Basic movement on the x-axis. This section will detail the movement along the x-axis and- of course- the jumping calculations. Voila: public void render(GameContainer gc, Graphics g) throws SlickException None of this should need explanation, as I am simply rendering rectangles to the screen. Below is shown the initial values I used for these variables: public void init(GameContainer gc) throws SlickException The jumpStrength and weigth variables are used in the jumping calculation and will be covered later. The speed variable represents how quickly the player can move on the x-axis. Below that, the x and y variables represent the position of the player. The floorHeight constant represents the maximum value of the player's y position. They are used to a) create the window and b) perform some calculations in respect to the jumping mechanic. The width and height constants represent the width and height of the window. Variables that controls the player's position and velocity on both axes. Public static int floorHeight = height - 64 public static int width = 640, height = 480 In the extract from the code below, you will see the necessary variables and constants needed to create the jump mechanic: // Some necessary constants. I have used Java and the Slick 2D library for this tutorial, but the concepts I have used here are easily applicable with different tools. This tutorial will outline the basics of a smooth jump mechanic. Arguably the most important mechanic of a platformer is the jumping. Please contact us for subscription options.Platformers are perhaps one of the most successful genres of game in existence, and certainly one of the most iconic. Because in that match Persebaya supporters were not allowed to watch."Īnadolu Agency website contains only a portion of the news stories offered to subscribers in the AA News Broadcasting System (HAS), and in summarized form. Meanwhile, Coordinating Minister for Political, Legal, and Security Affairs Mohammad Mahfud Mahmodin said: "I need to emphasize that the tragedy was not a clash between Persebaya fans and Arema. The Indonesian Football Association (PSSI) has suspended next week’s matches because of the tragedy and banned Arema FC from hosting matches for the rest of the season. Sports Minister Zainudin Amali said authorities would reevaluate safety at football matches and consider not allowing spectators at matches after the stampede. The death toll from a stampede and riot at a football game in Indonesia rose to 174, a government official said on Sunday.Īfter supporters of the losing home team stormed the pitch in the East Java province on late Saturday, officers fired tear gas to disperse them, triggering the stampede and cases of suffocation, East Java police chief Nico Afinta told reporters.ĭeputy East Java Governor Emil Dardak told the local Kompas TV that more than 100 people were also injured in the incident and that they are under treatment in eight hospitals.Ī video shared on social media shows fans, dressed in red and blue, storming the pitch after Arema FC lost 3-2 to Persebaya Surabaya and clashing with security forces, who appeared to be wearing riot gear.
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