Hello everyone,
This weekend I've managed to get a bit further on my road to making some platform games in the future...
Anyway using Traveler's guide for platform game + some andorra 2d examples... I've managed to create a simple level , load it, and my hero ( the big bad red block ) can move around and hits the wall... only problem is I dunno why, but sometimes he does not exactly hits it but stops a bit earlier...
I'm including my complete source + attached the zipped program so you can see what I mean, I've tried to implement my own method of detecting the edges, by defining the 4 points of the block, not much different from the original guide, but I understand this one atleast ...
Code:
unit Main;
interface
uses
Windows,Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, AdDraws, AdClasses, AdTypes, AdPerformanceCounter, AdDevIL,AdSprites;
type
//Types that are used to tell the character which key has been pressed
TKey = (kyUp, kyDown, kyLeft, kyRight);
TKeys = set of TKey;
TTileInfo = Record
tilenr : integer;
end;
TPlatform = class(TImageSprite)
private
protected
procedure DoMove(TimeGap: Double); override;
procedure DoCollision(Sprite:TSprite; var Done:boolean); override;
public
constructor Create(AParent:TSprite);override;
end;
TBlurp = class(TImageSprite)
private
FKeys:TKeys;
X_Direction:double;
Y_Direction:double;
isfalling:boolean;
iswall:boolean;
protected
procedure DoMove(TimeGap: Double);override;
procedure DoCollision(Sprite:TSprite; var Done:boolean);override;
public
constructor Create(AParent:Tsprite);override;
procedure SetKeys(Keys:TKeys);
function testForWall(spriteXpos,spriteYpos:single;spriteWidth,spriteHeight:integer):boolean;
end;
TForm1 = class(TForm)
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
private
{ Private declarations }
public
{ Public declarations }
AdDraw:TAdDraw;
AdSpriteEngine:TSpriteEngine;
AdImageList:TAdImageList;
AdPerCounter:TAdPerformanceCounter;
AdPixelCollisionTester: TAdSpritePixelCollisionTester;
Blurp:TBlurp;
procedure Idle(Sender:TObject; var Done:boolean);
procedure LoadLevel;
end;
var
Form1: TForm1;
TileInfo : array [1..39, 0..28 ] of TTileInfo;
ActTime : double;
implementation
{$R *.dfm}
procedure TForm1.LoadLevel;
var
level:TStringList;
ax,ay:integer;
begin
level := TStringList.Create;
level.LoadFromFile(ExtractFilePath(Application.ExeName)+'level2.txt');
for ay := 0 to level.Count-1 do
begin
for ax := 1 to length(level[ay]) do
begin
case level[ay][ax] of
'x':
begin
TileInfo[ax,ay].tilenr:=1;
with TPlatform.Create(AdSpriteEngine) do
begin
Image := AdImageList.Find('Kocka');
x := ax*64;
y := ay*64;
z := 0;
end;
end;
'X':
begin
TileInfo[ax,ay].tilenr:=1;
with TPlatForm.Create(AdSpriteEngine) do
begin
Image := AdImageList.Find('Kocka2');
x := ax*64;
y := ay*64;
z := 0;
end;
end;
'-': TileInfo[ax,ay].tilenr:=2;
end;
end;
end;
level.Free;
end;
procedure TBlurp.SetKeys(Keys: TKeys);
begin
if Keys = FKeys then exit;
FKeys := Keys;
if kyRight in Keys then x_direction:=1.5;
if kyLeft in Keys then x_direction:=-1.5;
if kyUp in Keys then y_direction:=-1.5;
if kyDown in Keys then y_direction:=1.5;
if Keys = [] then
begin
x_direction:=0;
y_direction:=0;
end;
end;
constructor TPlatform.Create(AParent: TSprite);
begin
inherited;
end;
constructor TBlurp.Create(AParent: TSprite);
begin
inherited;
end;
procedure TBlurp.DoMove(TimeGap: Double);
begin
inherited;
{ X:=X+X_direction;
Y:=Y+Y_direction; }
{ if X <= 0 then X:=0;
if X > 640-Image.Width then X:=640-Image.Width;
if Y < 0 then Y:=0;
if Y > 480-Image.Height then Y:=480-Image.Height; }
Collision;
end;
function TBlurp.testForWall(spriteXpos,spriteYpos:single;spriteWidth,spriteHeight:integer):boolean;
begin
testForWall := false;
if not (TileInfo[round(spriteXpos) div 64, round(spriteYpos) div 64].tilenr in [2]) or not
(TileInfo[(round(spriteXpos)+spriteWidth) div 64, round(spriteYpos) div 64].tilenr in [2]) or not
(TileInfo[round(spriteXpos)div 64, (round(spriteYpos)+spriteHeight) div 64].tilenr in [2]) or not
(TileInfo[(round(spriteXpos)+spriteWidth) div 64, (round(spriteYpos)+spriteHeight) div 64].tilenr in [2]) then testForWall :=true;
end;
procedure TPlatform.DoMove(TimeGap : Double);
begin
inherited;
Collision;
end;
procedure TBlurp.DoCollision(Sprite:TSprite; var Done:boolean);
begin
if Sprite is TPlatform then
begin
isFalling:=false;
end;
end;
procedure TPlatform.DoCollision(Sprite:TSprite; var Done:boolean);
begin
end;
procedure TForm1.FormCreate(Sender: TObject);
var i: integer;
begin
AdPerCounter := TAdPerformanceCounter.Create;
AdDraw := TAdDraw.Create(self);
AdDraw.DllName := 'AndorraDX93D.dll';
with AdDraw.Display do
begin
{ Width := 640;
Height := 480;
BitDepth := ad16Bit; //The colour depth. The values "ad16Bit" and "ad32Bit" are allowed here.
DisplayMode := dmFullscreen; }
end;
if AdDraw.Initialize then
begin
Application.OnIdle := Idle;
AdImageList := TAdImageList.Create(AdDraw);
AdImageList.LoadFromFile('BackGround.ail');
//create the SpriteEngine
AdSpriteEngine := TSpriteEngine.Create(nil);
AdSpriteEngine.Surface := AdDraw;
//Create the collision tester
AdPixelCollisionTester := TAdSpritePixelCollisionTester.Create(AdDraw);
LoadLevel;
//create TImageSprite
Randomize;
Blurp := TBlurp.Create(AdSpriteEngine);
with Blurp.Create(AdSpriteEngine) do
begin
Image := AdImageList.Find('Hero');
X := 128;
Y := 128;
Z := 0;
CollisionTester := AdPixelCollisionTester;
SetKeys([]);
isfalling:=true;
end;
// ************* hater *********************************
end
else
begin
ShowMessage('Error while initializing Andorra 2D. Try to use another display'+
'mode or use another video adapter.');
halt; //<-- Completely shuts down the application
end;
end;
procedure TForm1.Idle(Sender: TObject; var Done: boolean);
var keys: TKeys;
begin
if AdDraw.CanDraw then // Only continue, if drawing is possible
begin
AdPerCounter.Calculate;
AdPerCounter.MaximumFrameRate:=60;
AdDraw.ClearSurface(clBlack); // Fill the surface with black color
AdDraw.BeginScene;
// Here you need to perform all drawing operations later
ActTime := ActTime + AdPerCounter.TimeGap;
if ActTime > 25 then
begin
keys := [];
if GetKeyState(VK_LEFT) < 0 then
begin
if not Blurp.testForWall(Blurp.X-3,Blurp.Y,Blurp.Image.Width,Blurp.Image.Height) then
begin
Blurp.X:=Blurp.X-3;
AdSpriteEngine.X:=AdSpriteEngine.X+3;
end;
end;
if GetKeyState(VK_RIGHT) < 0 then
begin
if not Blurp.testForWall(Blurp.X+3,Blurp.Y,Blurp.Image.Width,Blurp.Image.Height) then
begin
Blurp.X:=Blurp.X+3;
AdSpriteEngine.X:=AdSpriteEngine.X-3;
end;
end;
if GetKeyState(VK_UP) < 0 then
begin
if not Blurp.testForWall(Blurp.X,Blurp.Y-3,Blurp.Image.Width,Blurp.Image.Height) then
begin
Blurp.Y:=Blurp.Y-3;
AdSpriteEngine.Y:=AdSpriteEngine.Y+3;
end;
end;
if GetKeyState(VK_DOWN) < 0 then
begin
if not Blurp.testForWall(Blurp.X,Blurp.Y+3,Blurp.Image.Width,Blurp.Image.Height) then
begin
Blurp.Y:=Blurp.Y+3;
AdSpriteEngine.Y:=AdSpriteEngine.Y-3;
end;
end;
Blurp.SetKeys(Keys);
ActTime := 0;
end;
{ if Blurp.isfalling = true then
begin
Blurp.Y:=Blurp.Y+1;
end;
Blurp.isfalling:=true;}
AdSpriteEngine.Draw;
AdSpriteEngine.Move(25/1000);
AdSpriteEngine.Dead;
// debug
AdDraw.Canvas.Textout(0,40,'Ido: '+inttostr(TileInfo[1,1].tilenr));
// AdDraw.Canvas.TextOut(0,80,'Player Collision:' +Blurp.testForWall(Blurp.X,Blurp.Y,Blurp.Image.Width,Blurp.Image.Height));
AdDraw.EndScene;
AdDraw.Flip; // Draws you result on the screen. Otherwise, you would not see anything
end;
Done := false; // Important, otherwise the function will not be called in every loop
end;
procedure TForm1.FormDestroy(Sender: TObject);
begin
AdSpriteEngine.Free;
AdImageList.Free;
AdPerCounter.Free;
AdDraw.Free;
end;
procedure TForm1.FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
begin
if Key = VK_ESCAPE then Close;
end;
end.
this worked :
Code:
function TOurSprite.testForWall(spriteXpos,spriteYpos:single;
spriteWidth,spriteHeight:integer):boolean;
begin
testForWall := false;
//test topside
if not (TileInfo[((round(spriteXpos)+spriteWidth) div 32),
(round(spriteYpos) div 32)].tilenr in [6,7,100])
//test bottomside
or not ((TileInfo[((round(spriteXpos)+spriteWidth) div 32),
((round(spriteYpos)+spriteHeight) div 32)].tilenr in [6,7,100])
and (TileInfo[(round(spriteXpos) div 32),
((round(spriteYpos)+spriteHeight) div 32)].tilenr in [6,7,100]))
then testForWall := true;
only thing was I was not able to figure it out how and why I was able to figure out that
it was checking , these coordinates in this order
X------1
| -------|
3------2 Why was it not checking 4 x,y have no idea... it worked... but I did not want to use
something I don't understand...
Anyway back to my way I defined all 4 points
X----X
| ------|
X----X
only problem is sometimes my Hero Character stops a bit earlier then it should...
I must stop him a bit sooner otherwise... I get wallhit true...and cannot move in any direction...
Please help me out a bit here ( I try to do as much as possible by myself...but I'm really stuck here...)
Egyszeru 5 figura maga.zip
Greetings
Robert
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