Yeah, I'm making a scrolling platformer.
The most advanced platformer I've made is one that uses unrealistic gravity and pxl-Test xD.
Having realistic gravity is really easy; you just need a few more variables.
But then once acceleration is fast, pixel testing gets a bit tricky. I'm figuring that out but I'm going to use leafiness0's strategy which is do a pixel test below the player and then keep moving up until it stops colliding.
For gravity, here's an example I made for saintrunner with some notes:
(saintrunner if you took that code, I made an error in that one. The guy won't fall
(this one is fixed (with y acceleration (which was -8 instead of 8 ))))
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
For this actual topic:
Looks cool. Imagine if for geometry someone made a two-collumn proof solver
So this lets you draw lines and rectangles so far?