Platformer | Learning webgpu in rust by making a simple platformer | Game Engine library
kandi X-RAY | Platformer Summary
kandi X-RAY | Platformer Summary
A remake of the first level of the delightful 1990 Gamebody platformer Gargoyle's Quest.
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Trending Discussions on Platformer
QUESTION
I'm making a platformer game in which there is player and some powerups. To check the collision I used matterjs collisionactive function:
...ANSWER
Answered 2022-Apr-01 at 17:21There are some issues if you only remove the object from them world. the best solution would be to use the destroy()
method of the GameObject
.
I would use the event collisionstart
, there check if the player
is interacting with the powerup
, and destroy the gameObject
. This should also clear the physics object.
Here is a short example (how it could work, based on the last answer):
QUESTION
Big story short: I'm using matter js with phaser3 and I have a player, platform, saw and tree. Like in a regular platformer, the saw should be halfway between the ground and the air/space.
The problem is that the platform is a physics body, and so is the saw. The player has to collide with the saw, a tree, the platform. And the saw needs to collide with only the player and not the platform. I thought of using collisionfilters, but I don't know which layer to put it on. Any help would be greatly appreciated. The jsfiddle for a minimal reproducible example is given below. Thanks!
Jsfiddle: jsfiddle.net/prateek_1/6Lsjf9w4/29
...ANSWER
Answered 2022-Apr-01 at 10:03I assume the saw should hit the player but not the platform. this article explains it pretty well https://blog.ourcade.co/posts/2020/phaser-3-matter-physics-collision-filter/
Or checkout the official exmaples, this one inspecific https://phaser.io/examples/v3/view/physics/matterjs/collision-group
Here is a short example (how it could work):
QUESTION
So I'm trying to make a platformer game. Since I'm new to pygame library, I'm following a video tutorial(https://www.youtube.com/playlist?list=PL8ui5HK3oSiGXM2Pc2DahNu1xXBf7WQh-). And I ran to a problem. I checked documentation, tutorials, I even found somebody here that asked the same question. But nothing worked. So what did I do wrong and how can I repair it?
Player class:
...ANSWER
Answered 2022-Mar-24 at 16:06row
is a list of columns. The index of the row is rowIndex
:
y = row * tileSize
QUESTION
So I'm making a platformer in pygame and I was quite far along in the code when I changed how the levels where gonna be set up so I now needed to have the player start at the top of the screen instead of the bottom so it was simple I just needed to change the attributes witch I call into my player class so tat the position can change as that's how it was set in the first place but the player just kept starting in the same place
...ANSWER
Answered 2022-Feb-25 at 11:08The top left of the pygame coordinate system is (0, 0):
player = player(100,screen_height+100)
QUESTION
So I'm making a basic 2D platformer game with the pygame module in python. Recently I've been trying to implement infinite world generation, but have been having some problems. The generation works fine, however, at the player's spawn, a bunch of random tiles spawn, obstructing the whole spawn area. I can't seem to find what's causing this. Here's everything you need to replicate my situation:
map generation:
...ANSWER
Answered 2022-Mar-13 at 22:56After 2 weeks of debugging and further looking into the chunk generating code, I couldn't find out anything. However, I did figure out that the issue only happened in a small area, at the 0 x value. So what I did was I made the player spawn very far away from this, and made a boundary so that it couldn't walk far enough to see the issue. Not really fixing the issue, but at least it works now.
QUESTION
First of all I want to apologise for my English cause I come from Poland and I'm still learning. I'm a beginner C#/Unity programmer and I have a pretty stupid/noob question/issue where player jumps twice when mashing the space. When the framerate is low for ex. 30, the problem occurs almost everytime and when framerate is for ex. 144 - hardly ever. I did some research and tried different methods. Firstly I checked whether I have all my inputs in Update and not FixedUpdate. That wasn't the problem at all. Then I tried replacing Input.GetKey to Input.GetKeyDown and GetKeyUp in Update as to ensure I have my boolean _spacePressed checked or not. That wasn't the solution too. The third thing I tried was to use Raycasting to check whether the player is grounded. With that I also checked whether when I jump, ray doesn't get checked twice. To make things clear I'm currently trying to make a 2.5D platformer. So to sum up I'm asking what could be the main issue (with input probably) where player jumps twice or even three times in a single frame when mashing space. Here's also my prototype code. I used enums to make a simple state "machine". If you have also any advice for me and my code to make things better apart from my question I would love to hear them. Thank you in advance!
...ANSWER
Answered 2022-Feb-15 at 23:28Keep in mind that FixedUpdate()
can happen a few times within a single frame. Check if _spacePressed == true
in the beginning of your Process_Jumping()
.
QUESTION
i have one problem which i can't understand and please help me(sorry for big code), but you should be able to see whole picture
...ANSWER
Answered 2022-Feb-08 at 22:27The button is drawn at the location stored in the `rect attribute:
QUESTION
I'm trying to create a platformer game, and I want to maintain 60 FPS in it without having the sprite animations move really quickly. I've seen other answers on how to do so using the time module, but I don't really understand how to apply that.
Main Code:
...ANSWER
Answered 2022-Feb-08 at 01:18I'm 100% confident there is a better way to do it, but I would create a new variable called animation_tick
and add one to it each iteration in the while loop. Only call the sprite change every n ticks to add delay between changes.
Example code with only necessary parts:
QUESTION
i'm beginner on unity and game development. i'm trying to make a platformer game with unity, and i want to play a animation when the player is moving right or left, but the problem is that the isMoving
variable for some reason is true animation is playing for a few moments (less than a second) and then is going to false again and the idle animation is playing.
My Animator (Exit time is disabled for all transitions):
My Movement script:
...ANSWER
Answered 2022-Feb-06 at 17:43You using Update loop function that means this code will be executed each frame by unity. Similar to FixedUpdate, LateUpdate etc... You can read more here: HERE Once you pressing down you IF statement will be executed because you listening for BTN DOWN event. This means that TRUE will be returned only in one frame when you press actually button next frame it will return false. and your animations stops.
- Try to change bool to Trigger
- Or handle in another way bool var state.
QUESTION
I am starting to make a 2D platformer. I figured out how to make the character jump, but when I tried to add in Collision Detection to make it to where the player can only jump on the ground, it wouldn't work. Here's my code:
...ANSWER
Answered 2022-Jan-24 at 16:08Sometimes this is problem of the collider that touches the ground. Try to make it higher, lower and try again. I had the same problem once and the solution was just adjusting the collider. Some times the collider is too low, so when you jump it touches the ground again so it becomes true and immediately stops jumping.
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