Author Topic: Gravity Jump  (Read 4757 times)

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Xeda112358

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Gravity Jump
« on: February 29, 2012, 09:52:38 pm »
I am posting this because I figure it might be useful for anybody who wants to design a platformer in Grammer code. It also might serve as a decent example for pseudocode for others writing a similar engine *cough*

It features collision detection, grayscale, and gravity. For this example, use Enter to jump and left/right to move. Press clear to exit It draws a border, but otherwise leaves the screen untouched for your own obstacles.
Code: [Select]
:.0::13→G':π9872→W:Disp oW:0→B→A:64→X→Y:Line(0,0,64,96,3:Repeat getKey(15:Y/64→F:X/64→E:Line(E,F,5,5,6:Line(E+1,F+1,3,3,1,W:DispGraph:Line(E,F,5,5,4:Line(E+1,F+1,3,3,0,W:pxl-Test('E,F+5,1,5,0→C:If *B=abs(B:0→A→B:Y→Z:If !C:+B≠abs(B:B+G'→B+Y→Z:If B:Then:If B≠abs(B:*pxl-Test('E,F-1,1,5,0:0→B:If B=abs(B:Then:Z/64→D:While D≠F:F+1→F:If pxl-Test('E,F+5,1,5,0:F→D*64→Z:End:End:Z→Y:End:If C*getKey(9:‾63→B:getKey(3:-getKey(2→H*64:→I+X:/64:E+2+H*3→H:For(G,F,F+4:If pxl-Test(G,H:0→I:End:X+I→X:End:Stop
« Last Edit: February 29, 2012, 09:57:42 pm by Xeda112358 »

nxtboy III

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Re: Gravity Jump
« Reply #1 on: March 03, 2012, 11:47:49 am »
So is it possible to make certain pixels kill you?

Xeda112358

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Re: Gravity Jump
« Reply #2 on: March 03, 2012, 02:31:31 pm »
You can add an enemy if you want, sure You can also create another buffer to hold killing pixels and you pixel test those buffers to figure out if you are on a bad space (that actually sounds like a really good idea o.o )

nxtboy III

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Re: Gravity Jump
« Reply #3 on: March 03, 2012, 06:06:02 pm »
Yeah, that works. Thanks!
Yeah, you could use that in one of your games.

Stefan Bauwens

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Re: Gravity Jump
« Reply #4 on: March 09, 2012, 03:52:51 am »
The screenshot looks already very nice indeed. Well done. I'm pretty sure someone will make a platformer.

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Xeda112358

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Re: Gravity Jump
« Reply #5 on: March 09, 2012, 01:47:05 pm »
That would be cool I will eventually try to make a method for a scrolling map, but I am not sure how I will handle enemies and whatnot

nxtboy III

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Re: Gravity Jump
« Reply #6 on: March 14, 2012, 07:01:47 pm »
Wouldn't enemies make the game real slow? Because you have to pxl-test for collision for the enemies?
« Last Edit: March 14, 2012, 07:02:00 pm by nxtboy III »

Xeda112358

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Re: Gravity Jump
« Reply #7 on: March 14, 2012, 07:23:54 pm »
Well, think of it this way-- If I can do over 1000 pxl-tests in a second, then checking if I am in the kill zone will not be a problem at all.

nxtboy III

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Re: Gravity Jump
« Reply #8 on: March 14, 2012, 09:08:01 pm »
Over 1000 pxl-tests in a second??
That's fast...

*  nxtboy III has a heart attack and drops dead

EDIT: My NXT can perfom about 2100 pxl-tests a second.

EDIT2: But it is really important for grayscale, isn't it? I mean, every millisecond counts.
« Last Edit: March 14, 2012, 09:19:27 pm by nxtboy III »

Xeda112358

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Re: Gravity Jump
« Reply #9 on: March 14, 2012, 09:20:52 pm »
Yeah, we went over this before, didn't we? (in another topic) It can do over 3500 at 15 MHz

nxtboy III

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Re: Gravity Jump
« Reply #10 on: March 14, 2012, 09:26:52 pm »
It can do over 3500 at 15 MHz

Dang... I wish my NXT was that fast.

aeTIos

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Re: Gravity Jump
« Reply #11 on: March 15, 2012, 04:00:57 am »
believe me, the nxt is MUCH better than the calc:
Specs:
Quote

Main processor: Atmel® 32-bit ARM® processor, AT91SAM7S256
- 256 KB FLASH
- 64 KB RAM
- 48 MHz
Co-processor: Atmel® 8-bit AVR processor, ATmega48
- 4 KB FLASH
- 512 Byte RAM
- 8 MHz
Bluetooth wireless communication CSR BlueCoreTM 4 v2.0 +EDR System
- Supporting the Serial Port Profile (SPP)
- Internal 47 KByte RAM
- External 8 MBit FLASH
- 26 MHz
USB 2.0 communication Full speed port (12 Mbit/s)
- 1 high speed port, IEC 61158 Type 4/EN 50170 compliant
3 output ports 6-wire interface supporting input from encoders
Display 100 x 64 pixel LCD black & white graphical display
- View area: 26 X 40.6 mm
Loudspeaker Sound output channel with 8-bit resolution
- Supporting a sample rate of 2-16 KHz
4 button user-interface Rubber buttons
Power source 6 AA batteries
- Alkaline batteries are recommended
- Rechargeable Lithium-Ion battery 1400 mAH is available
Connector 6-wire industry-standard connector, RJ12 Right side adjustment

/topicbreaker

Anyway, ontopic:
This looks really nice, I should really learn Grammer :\

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Sorunome

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Re: Gravity Jump
« Reply #12 on: April 05, 2012, 09:11:14 am »
Where the heck was I?

Well, this is just cooool and VERY usfull for other stuff...
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Re: Gravity Jump
« Reply #13 on: April 05, 2012, 09:16:21 am »
This looks nice Xeda. Hopefully it gets some use by others.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF

Xeda112358

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Re: Gravity Jump
« Reply #14 on: April 05, 2012, 12:48:10 pm »
Hmm, I posted a screenshot somewhere where this also included hitbox detection, too... I should find it and remake some more of this sometime