Simple Jump 'n' Run
Posted: Sat Aug 02, 2003 5:22 pm
I just started out with PB and encountered some problems making a simple Jump 'n' Run. Maybe some of you could help me....
Just imagine an good ol' Super Mario JnR
1. Collision
Is there a way to check the collision only on the top of each sprite? I mean if an enemy sprite hits you from the left or right the player should die but if you jump on it, the enemy should die.
2. Gravity
I solved the jumping via a sin(angle) but thats not the fat of the land actually. Especially when the player drops from a high block
3. Levels
I think tilemap-levels do best in my case. But i have no idea how to realize it. I thought of Mappy, but there are no PB-libs or anything like that on their homepage.
And PB has to check all sprites (+ animations) for collisions and stuff and i suppose this uses a LOT of CPU time if the whole level plus collisions for the coins the player collects, the movement of the enemies and stuff like that.
Thanks in advance. I hope someone has some nice lines of code to help me out
Greetings
gas01ine
Just imagine an good ol' Super Mario JnR
1. Collision
Is there a way to check the collision only on the top of each sprite? I mean if an enemy sprite hits you from the left or right the player should die but if you jump on it, the enemy should die.
2. Gravity
I solved the jumping via a sin(angle) but thats not the fat of the land actually. Especially when the player drops from a high block
3. Levels
I think tilemap-levels do best in my case. But i have no idea how to realize it. I thought of Mappy, but there are no PB-libs or anything like that on their homepage.
And PB has to check all sprites (+ animations) for collisions and stuff and i suppose this uses a LOT of CPU time if the whole level plus collisions for the coins the player collects, the movement of the enemies and stuff like that.
Thanks in advance. I hope someone has some nice lines of code to help me out

Greetings
gas01ine