How can i make my image move to the next "platform"

I am trying to create a platform game where my Image has to jump up the platforms and avoid the lava (flashing ellipse).

Using the code that /* @pjs preload="oldman_3.png"; */ posted i was able to make my image jump. but for the life of me I can not work out how to make my image register that it has found a new platform and can now move along it. In the event that an image was required for my platforms rather than me drawing them using lines i have pasted that image to the bottom of my code.

If anyone can help i would be very grateful, Thank you.

class DinoJumper
{
  PImage image;
  PVector position;
  float direction;
  PVector velocity;
  float jumpSpeed;
  float walkSpeed;
}

void lava() { //SETTING THE FUNCTION FOR THE TRACK
  noFill();
  noStroke();
  strokeWeight(1);
  beginShape();
  vertex(300, -20);
  bezierVertex( 200, 70, 400, 70, 600, 70);
  bezierVertex( 600, 120, 800, 120, 1000, 120);
  bezierVertex( 1000, 180, 800, 180, 600, 180);   
  bezierVertex( 600, 220, 400, 220, 200, 220);
  bezierVertex( 200, 270, 400, 270, 600, 270);
  bezierVertex( 600, 320, 800, 320, 1000, 320 );
  bezierVertex( 1000, 370, 800, 370, 600, 370 );
  bezierVertex( 600, 420, 400, 420, 200, 420 );
  bezierVertex( 200, 470, 400, 470, 600, 470 );
  bezierVertex( 600, 520, 800, 520, 1000, 520 );
  bezierVertex( 1150, 575, 550, 575, -50, 575);
  endShape();
}

void platforms() { //SETTING THE FUNCTION FOR THE PLATFORMS

  stroke (0);             
  strokeWeight (3);
  beginShape();
  line (200, 70, 600, 70);
  line (600, 70, 600, 120);
  line (600, 120, 900, 120);

  line (1000, 180, 600, 180); 
  line (600, 180, 600, 220);
  line (600, 220, 300, 220);

  line (200, 270, 600, 270);
  line (600, 270, 600, 320);
  line (600, 320, 900, 320);

  line (1000, 370, 600, 370);
  line (600, 370, 600, 420);
  line (600, 420, 300, 420);


  line (200, 470, 600, 470);
  line (600, 470, 600, 520);
  line (600, 520, 1000, 520);
  endShape();
}


//references: /* OpenProcessing Tweak of *@*http://www.openprocessing.org/sketch/92234*@* */
/* @pjs preload="oldman_3.png"; */
DinoJumper Dino;
float left;
float right;
float up;
float down;
float Dx;
float Dy;
float f=0;
boolean is_the_UP_key_down = false; //SETTING THE VARIABLES TO TRACK WHETHER THE KEYS USED IN THE GAME ARE PRESSED OR NOT
boolean is_the_DOWN_key_down = false;
boolean is_the_LEFT_key_down = false;
boolean is_the_RIGHT_key_down = false;
float gravity = .2;
float ground = 575;
void setup ()
{
  size (1200, 600);
  Dx = 100;
  Dy = 575;
  Dino = new DinoJumper();
  Dino.image = loadImage("testDINO3.png");
  Dino.position = new PVector(Dx, Dy);
  Dino.direction = -1;
  Dino.velocity = new PVector(0, 0);
  Dino.jumpSpeed = 5.5;
  Dino.walkSpeed = 4;
}
void draw ()
{
  background(255);
  updateDino();   
  platforms();
  lava();

  f+=0.005;


  fill(128);
  if (f < 1) {
    float x = bezierPoint( 300, 200, 400, 600, f);
    float y = bezierPoint( -20, 55, 55, 55, f);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 2 ) {
    float x = bezierPoint( 600, 600, 800, 1000, f-1);
    float y = bezierPoint( 70, 105, 105, 105, f-1);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 3 ) {
    float x = bezierPoint( 1000, 1000, 800, 600, f-2);
    float y = bezierPoint( 120, 165, 165, 165, f-2);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 4 ) {
    float x = bezierPoint( 600, 600, 400, 200, f-3);
    float y = bezierPoint( 180, 205, 205, 205, f-3);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 5 ) {
    float x = bezierPoint( 200, 200, 400, 600, f-4);
    float y = bezierPoint(220, 255, 255, 255, f-4);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 6 ) {
    float x = bezierPoint( 600, 600, 800, 1000, f-5);
    float y = bezierPoint(270, 305, 305, 305, f-5);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 7 ) {
    float x = bezierPoint(1000, 1000, 800, 600, f-6);
    float y = bezierPoint(320, 355, 355, 355, f-6);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 8 ) {
    float x = bezierPoint(600, 600, 400, 200, f-7);
    float y = bezierPoint(370, 405, 405, 405, f-7);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 9 ) {
    float x = bezierPoint(200, 200, 400, 600, f-8);
    float y = bezierPoint(420, 455, 455, 455, f-8);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 10 ) {
    float x = bezierPoint(600, 600, 800, 1000, f-9);
    float y = bezierPoint( 470, 505, 505, 505, f-9);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 
  else if ( f < 11 ) {
    float x = bezierPoint(1000, 1150, 550, -75, f-10);
    float y = bezierPoint( 520, 585, 585, 585, f-10);
    fill (random(0, 255), random(0, 127), random(0, 80));
    ellipse( x, y, 30, 30 );
  } 


  else if ( f > 11 ) {
    f = 0;
  }
}

void updateDino()
{
  // Only apply gravity if above ground (since y positive is down we use < ground)
  if (Dino.position.y < ground)
  {
    Dino.velocity.y += gravity;
  }
  else
  {
    Dino.velocity.y = 0;
  }

  // If on the ground and "jump" keyy is pressed set my upward velocity to the jump speed!
  if (Dino.position.y >= ground && up != 0)
  {
    Dino.velocity.y = -Dino.jumpSpeed;
  }

  // Wlak left and right. See Car example for more detail.
  Dino.velocity.x = Dino.walkSpeed * (left + right);

  // We check the nextPosition before actually setting the position so we can
  // not move the Dino if he's colliding.
  PVector nextPosition = new PVector(Dino.position.x, Dino.position.y);
  nextPosition.add(Dino.velocity);

  // Check collision with edge of screen and don't move if at the edge
  float offset = 0;
  if (nextPosition.x > offset && nextPosition.x < (width - offset))
  {
    Dino.position.x = nextPosition.x;
  } 
  if (nextPosition.y > offset && nextPosition.y < (height - offset))
  {
    Dino.position.y = nextPosition.y;
  } 

  // See car example for more detail here.
  pushMatrix();

  translate(Dino.position.x, Dino.position.y);

  // Always scale after translate and rotate.
  // We're using Dino.direction because a -1 scale flips the image in that direction.
  scale(Dino.direction, 1);

  imageMode(CENTER);
  image(Dino.image, 0, 0);

  popMatrix();


  if (left>=200&&right<=1100) {
    /*if ( is_the_LEFT_key_down ) { //WHAT TO DO IF CERTAIN KEYS ARE PRESSED
     Dx -= 5;

     Dy-=0.3;
     }
     if ( is_the_RIGHT_key_down ) {
     Dx += 5;
     Dy +=0.3;
     }
     if ( is_the_UP_key_down ) {
     Dy -= 5;
     }
     if ( is_the_DOWN_key_down ) {
     Dy += 5;
     ;
     }
     }


     //Bounc back 
     if(Dx<=200)
     {
     Dx=Dx+50;
     }
     if(Dx>=1100)
     {
     Dx=Dx-50;
     } 

     */
  }
  if (( Dino.position.x>510 && Dino.position.x<540 && Dino.position.y>1000 && Dino.position.y<1125))
  {
    Dino.position.x = 525;
    Dino.position.y = 1100;
  }
}
void keyPressed() { 
  if (keyCode == UP) {
    is_the_UP_key_down=true;
    up = -1;
  }
  if (keyCode == DOWN) {
    is_the_DOWN_key_down=true;
    down = 1;
  }
  if (keyCode == LEFT) {
    is_the_LEFT_key_down=true;
    left = -1;
    Dy += .25;
    Dino.direction = 1;
  }
  if (keyCode == RIGHT) {
    is_the_RIGHT_key_down=true;
    right = 1;
    Dino.direction = -1;
  }
}
void keyReleased() { 
  if (keyCode == UP) {
    is_the_UP_key_down=false;
    up=0;
  }
  if (keyCode == DOWN) {
    is_the_DOWN_key_down=false;
    down=0;
  }
  if (keyCode == LEFT) {
    is_the_LEFT_key_down=false;
    left = 0;
  }
  if (keyCode == RIGHT) {
    is_the_RIGHT_key_down=false;
    right = 0;
  }
}

testDINO3

lava1

Tagged:

Answers

  • Start small. Can you make your dinosaur bounce around the screen? Can you make it collide with a square?

    I wrote some tutorials on collision detection in Processing here, they might help you.

  • Thank you for your reply. My Dinosaur is able to walk and jump along the bottom of the screen.

    I will take a look at your link and see if that can help detect the collision with a square.

    Will the collision then enable my dinosaur to "land" on that square (platform)?

  • Well, collision detection isn't exactly easy or automatic. You have to first understand the principles behind it; you can't just post in code you got somewhere else and hope for the best. When you understand how basic collision detection works, your goal will be much easier.

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