Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
Axe
(Moderator:
Runer112
) »
how to jump?
« previous
next »
Print
Pages: [
1
]
2
3
...
5
Go Down
Author
Topic: how to jump? (Read 24120 times)
0 Members and 3 Guests are viewing this topic.
Cram
LV3
Member (Next: 100)
Posts: 49
Rating: +0/-0
how to jump?
«
on:
December 20, 2011, 06:10:13 pm »
hi im new in axe and i want to know how to jump like in a mario game?
Logged
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: how to jump?
«
Reply #1 on:
December 20, 2011, 06:12:36 pm »
Simple jumps, or more realistic jumps?
I already have code I used to help 2 people out with jumps. I'll go fetch it.
«
Last Edit: December 20, 2011, 06:13:15 pm by epic7
»
Logged
Cram
LV3
Member (Next: 100)
Posts: 49
Rating: +0/-0
Re: how to jump?
«
Reply #2 on:
December 20, 2011, 06:13:56 pm »
well im starting so simple jump will be fine
Logged
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: how to jump?
«
Reply #3 on:
December 20, 2011, 06:15:33 pm »
Ok, since I already got a simple more realistic jump code, here it is anyways:
Jumping isnt really that bad.
[FFFFFFFFFFFFFFFF]->Pic1 ;Pic, but just a cube
56*256->Y ;X and Y are inflated by 256 for accuracy
0->X->V->W->A->B->J
Repeat getKey(15)
If getKey(54)
-256->W ;Set Y velocity to -256 to go up
256->V ;Set X velocity
8->B ;Set a downward acceleration to fall
End
If Y/256>57 ;simple collision with the bottom of screen
56*256->Y ;Reset
0->A->B->V->W
End
V+A->V+X->X ;Find X coordinates
W+B->W+Y->Y ;Find Y
Pt-On(X/256,Y/256,Pic1)
DispGraphClrDraw
End
Where X,Y are coordinates
V,W are velocities
A,B are accelerations
Collisions with realistic jumps get tricky once you get involved with collisions.
For a simple linear jump, keep a variable for jumping, lets say J. Then we'll have an X and Y.
Probably other ways to do it, though.
[FFFFFFFFFFFFFFFF]->Pic1
0->X->J
56->Y
Repeat getKey(15) ;loop here
If getKey(54) ;push 2nd to jump.
!If J ;checks if ready
1->J
End
End
If J<16
J++
X++
Y-- ;go up
ElseIf J<31
J++
X++
Y++ ;go down
Else
0->J
End
Pt-On(X,Y,pic1)
DispGraphClrDraw
End
Simple thing I thought up ^
But no collisions. Just go down as far as you went up in that code
«
Last Edit: December 20, 2011, 06:53:47 pm by epic7
»
Logged
Cram
LV3
Member (Next: 100)
Posts: 49
Rating: +0/-0
Re: how to jump?
«
Reply #4 on:
December 20, 2011, 06:24:11 pm »
wow thx i will check this
but what is the 56*256? :O
Logged
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: how to jump?
«
Reply #5 on:
December 20, 2011, 06:26:22 pm »
The variables are multiplied by 256 to be measured in 256ths of a pixel to be precise.
Logged
Cram
LV3
Member (Next: 100)
Posts: 49
Rating: +0/-0
Re: how to jump?
«
Reply #6 on:
December 20, 2011, 06:41:46 pm »
nice but you forgot a dispgraph and an end in the last code lol but do you know how to jump and to be able to move left and right with arrow?
Logged
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: how to jump?
«
Reply #7 on:
December 20, 2011, 06:56:36 pm »
Lol, oh yeah. Fixed it (and also added ClrDraw).
I had to do it quick since I was short on time
getKey(2)?X--
getKey(3)?X++
I think that is a quick way to move.
Logged
saintrunner
Custom Spriter: You ask it! I'll Make it!
LV10
31337 u53r (Next: 2000)
Posts: 1787
Rating: +115/-11
Flogging Molly
Re: how to jump?
«
Reply #8 on:
December 20, 2011, 07:29:56 pm »
If any of the code doesn't make sense you can talk to Parser Padwan, Epic7, or me....(Parser showed me, and correct me if I'm wrong but didn't I show you epic? or did parser show you to?)
Also more realistic jumping isn't that much harder....collisions are whats hard
I can write up a quick movement engine (Super simple) if you want:)
Logged
My
Sprites
Thread :Updated often
for your viewing pleasure
GAMES:
Spoiler
For
Spoiler
:
:
Caedes
[On Hold]
:
Legend of Zelda: Link to the Future
:
Seeker
:
POGO Dark/Light
:
Zoom
:
Mario Shotgun
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: how to jump?
«
Reply #9 on:
December 20, 2011, 07:32:27 pm »
No, I just figured it out
Once, you explained it to me when I already knew it since you misinterpreted my question
Logged
saintrunner
Custom Spriter: You ask it! I'll Make it!
LV10
31337 u53r (Next: 2000)
Posts: 1787
Rating: +115/-11
Flogging Molly
Re: how to jump?
«
Reply #10 on:
December 20, 2011, 07:34:55 pm »
AHH now I remember...lol, now I see, *saintrunner looks closely at epic's code* Yeah Mine is a lot different...I think Shorter too, but yours looks like it's less complex, so Its better for teaching
edit YEAH JUMPING!!
«
Last Edit: December 20, 2011, 07:41:11 pm by saintrunner
»
Logged
My
Sprites
Thread :Updated often
for your viewing pleasure
GAMES:
Spoiler
For
Spoiler
:
:
Caedes
[On Hold]
:
Legend of Zelda: Link to the Future
:
Seeker
:
POGO Dark/Light
:
Zoom
:
Mario Shotgun
Cram
LV3
Member (Next: 100)
Posts: 49
Rating: +0/-0
Re: how to jump?
«
Reply #11 on:
December 20, 2011, 11:10:37 pm »
yes if you have a more simpler code, can you teach me?
Logged
ztrumpet
The Rarely Active One
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5712
Rating: +364/-4
If you see this, send me a PM. Just for fun.
Re: how to jump?
«
Reply #12 on:
December 20, 2011, 11:17:17 pm »
Here's a pretty simple explanation:
http://www.omnimaga.org/index.php?action=articles;sa=view;article=37
Though this tutorial is in TI Basic, it breaks down everything very well and could be (hopefully) understood by a non-programmer as well as a programmer. I suggest giving it a look and seeing if it can help you at all.
Logged
If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
epic7
Chopin!
LV11
Super Veteran (Next: 3000)
Posts: 2200
Rating: +135/-8
I like robots
Re: how to jump?
«
Reply #13 on:
December 20, 2011, 11:24:06 pm »
Lol I don't understand any of that code example because of my weak Ti-basic skills
Logged
saintrunner
Custom Spriter: You ask it! I'll Make it!
LV10
31337 u53r (Next: 2000)
Posts: 1787
Rating: +115/-11
Flogging Molly
Re: how to jump?
«
Reply #14 on:
December 20, 2011, 11:35:48 pm »
wel I do it very similar to epic....but here is it explained
[FFFFFFFFFFFFFFFF]->pic1M //This is our sprite...yes it's a box
line(0,0,95,0)
line(0,63,95,63)
line(0,0,0,63)
line(95,0,95,63) //this will draw a border
45->X
55->Y
0->J // setting all variables
repeat getkey(15) //main loop till 'clear' is pressed (getkey(15)=clear button)
if getkey(2) and (X/=0) //If left button is pressed and it is not hitting the left side (I'll show you later how to do simple collision) (/= means does not equal)
X-1->X //move sprite over one pxl to the left
End
if getkey(3) and (X/=87) //if right is pressed
X+1->X //move to right
End
if getkey(4) and pxl-test(X,Y+8) //if he is on the ground and up is pushed
15->J //change this for your jump height
End
if (J>0)
J-1->J
Y-1->Y //decreace J and decrease Y (bring him up...notice subtracting from Y makes him go up!)
End
if (pxl-test(X,Y+8)=0) and (J=0) //if nothing is below him and J is 0
0->J //just in case you land on a platform
Y+1->Y //bring you back down
End
Pause 25 //so it's not too fast
pt-change(X,Y,pic1M)
Disgraph
pt-change(X,Y,pic1M)
End
That should be it....any questions, and you know where to find me
Logged
My
Sprites
Thread :Updated often
for your viewing pleasure
GAMES:
Spoiler
For
Spoiler
:
:
Caedes
[On Hold]
:
Legend of Zelda: Link to the Future
:
Seeker
:
POGO Dark/Light
:
Zoom
:
Mario Shotgun
Print
Pages: [
1
]
2
3
...
5
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
Axe
(Moderator:
Runer112
) »
how to jump?