Use w s a d to control the player block. Move to the ladders and press w or s to move up or down.
import java.awt.*;
import java.applet.*;
public class platformerladdersexample001 extends Applet implements Runnable {
Graphics bufferGraphics;
Image offscreen;
private int map[][] = new int[][]{
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,1,2,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,1,2,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,2,1,1,1,1,1,1,1,2,1,0,0,1},
{1,0,0,0,0,0,0,2,0,0,0,0,1,1,1,2,1,0,0,1},
{1,0,0,0,1,1,1,2,1,0,0,0,0,0,0,2,0,0,0,1},
{1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,2,1,1,1},
{1,1,1,2,1,0,0,0,0,0,0,0,0,0,0,0,2,0,0,1},
{1,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
};
int mapwidth = 20;
int mapheight = 15;
int cellwidth = 16;
int cellheight = 16;
double px = 132;
double py = 200;
int pwidth = cellwidth/2;
int pheight = cellheight;
boolean isjumping = false;
boolean isfalling = false;
double gravity = 0;
boolean ismovingright = false;
boolean ismovingleft = false;
boolean ismovingup = false;
boolean ismovingdown = false;
double jumpforce = 3;
boolean onladder = false;
public void init() {
setBackground(Color.black);
offscreen = createImage(getSize().width,getSize().height);
bufferGraphics = offscreen.getGraphics();
new Thread(this).start();
}
public void run() {
for(;;) { // animation loop never ends
updateplayer();
repaint();
try {
Thread.sleep(16);
}
catch (InterruptedException e) {
}
}
}
public void update (Graphics g) {
bufferGraphics.clearRect( 0 , 0 , getSize().width , getSize().height );
// Draw map
for( int y = 0 ; y < mapheight ; y++ ){
for ( int x = 0 ; x < mapwidth ; x++){
if( map[ y ][ x ] == 1 ){
bufferGraphics.setColor ( Color.white );
bufferGraphics.fillRect( x * cellwidth , y * cellheight , cellwidth , cellheight );
}
if( map[ y ][ x ] == 2 ){ // Draw ladder
bufferGraphics.setColor ( new Color( 170 , 130 , 0 ) );
bufferGraphics.fillRect( x * cellwidth , y * cellheight , cellwidth , 3 );
bufferGraphics.fillRect( x * cellwidth , y * cellheight +6 , cellwidth , 3 );
bufferGraphics.fillRect( x * cellwidth , y * cellheight + 12 , cellwidth , 3 );
}
}
}
// Draw player
bufferGraphics.fillRect( (int)px , (int)py , pwidth , pheight );
bufferGraphics.setColor ( Color.green );
bufferGraphics.drawString( "Platformer Ladders Eample." , 10 , 10 );
g.drawImage(offscreen,0,0,this);
}
public void updateplayer(){
boolean ontheladder = laddercollision( (int)px , (int)py , pwidth , pheight );
if ( ontheladder ) {
if ( ismovingup ) {
py--;
}
}
if ( laddercollision( (int)px , (int)py+pheight , pwidth , 1 ) ||
mapcollision( (int)px , (int)py+pheight , pwidth , pheight ) == false ) {
if ( ismovingdown ) {
py++;
}
}
if ( isjumping == false && isfalling == false && ontheladder == false ){
if( mapcollision( (int)px , (int)py+1 , pwidth , pheight ) == false ){
isfalling = true;
gravity = 0;
}
}
if (ismovingright){
if ( mapcollision( (int)(px + 1) , (int)py , pwidth , pheight ) == false ){
px += 1;
}
}
if (ismovingleft){
if ( mapcollision( (int)(px - 1) , (int)py , pwidth , pheight ) == false ){
px -= 1;
}
}
if ( isfalling == true && isjumping == false ){
for ( int i = 0 ; i < gravity ; i++ ){
if ( mapcollision ( (int)px , (int)(py + 1) , pwidth , pheight ) == false &&
laddercollision( (int)px , (int)py+1 , pwidth , pheight ) == false ){
py += 1;
}else{
gravity = 0;
isfalling = false;
}
}
gravity += .1;
}
if ( isjumping == true && isfalling == false ){
for ( int i = 0 ; i < gravity ; i++){
if ( mapcollision ( (int)px , (int)(py - 1) , pwidth , pheight ) == false ){
py -= 1;
//System.out.print("still jumping : " + gravity);
}else{
gravity = 0;
isfalling = true;
isjumping = false;
}
}
if( gravity < 1 ) {
gravity = 0;
isfalling = true;
isjumping = false;
}
gravity -= .1;
}
}
public boolean laddercollision( int x , int y , int width , int height ){
int mapx = x / cellwidth;
int mapy = y / cellheight;
for ( int y1 = mapy - 1 ; y1 < mapy + 2 ; y1++ ){
for ( int x1 = mapx - 1 ; x1 < mapx + 2 ; x1++ ){
if ( x1 >= 0 && x1 < mapwidth && y1 >= 0 && y1 < mapheight ){
if ( map[y1][x1] == 2 ){
Rectangle rec1 = new Rectangle( x , y , width , height );
Rectangle rec2 = new Rectangle( x1 * cellwidth,
y1 * cellheight,
cellwidth,
cellheight);
if( rec1.intersects( rec2 )) return true;
}
}
}
}
return false;
}
public boolean mapcollision( int x , int y , int width , int height ){
int mapx = x / cellwidth;
int mapy = y / cellheight;
for ( int y1 = mapy - 1 ; y1 < mapy + 2 ; y1++ ){
for ( int x1 = mapx - 1 ; x1 < mapx + 2 ; x1++ ){
if ( x1 >= 0 && x1 < mapwidth && y1 >= 0 && y1 < mapheight ){
if ( map[y1][x1] == 1 ){
Rectangle rec1 = new Rectangle( x , y , width , height );
Rectangle rec2 = new Rectangle( x1 * cellwidth,
y1 * cellheight,
cellwidth,
cellheight);
if( rec1.intersects( rec2 )) return true;
}
}
}
}
return false;
}
public boolean keyDown (Event e, int key){
if( key == 97 ) // a key
{
ismovingleft = true;
}
if(key== 100) // d key
{
ismovingright = true;
}
if( key == 119 ) // w key
{
ismovingup = true;
}
if(key== 115) // s key
{
ismovingdown = true;
}
if( key == 32 ) // space bar for jump
{
if( isfalling == false && isjumping == false )
{
isjumping = true;
gravity = jumpforce;
}
}
System.out.println (" Integer Value: " + key);
return true;
}
public boolean keyUp (Event e, int key){
if( key == 97 ) // a key
{
ismovingleft = false;
}
if( key == 100 ) // d key
{
ismovingright = false;
}
if( key == 119 ) // w key
{
ismovingup = false;
}
if( key == 115 ) // s key
{
ismovingdown = false;
}
return true;
}
}
Geen opmerkingen:
Een reactie posten
Opmerking: Alleen leden van deze blog kunnen een reactie posten.