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How and what do I do now?


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#1 farmdve   Members   -  Reputation: 194

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Posted 17 September 2013 - 03:49 PM

So my 2D platformer inspired by Mario, but not a clone has some basic stuff more or less complete, which is a subjective term in my case cause my code is probably not bug free and probably doesn't have a very good design, but learning as much as I can smile.png

 

I have more or less completed the following:

  • Arbitrary map parsed from file.
  • Moving the character left and right.
  • Jumping.
  • Collision detection.
  • Falling off a tile due to "gravity".

The last three actually are not implemented 100% right, so they need a lot of work too, for instance I need fixed timestep instead of variable timestep as it could and usually does cause my collision detection to fail as the player could move waaay past a tile if the frame took longer than 0.001 seconds. I need to make it so the camera(i.e screen) follows the player in the center as he moves on the map.

 

Also, a next logical step in my opinion would be items or entities, but neither of those do I know how to implement(not even a clue!) and not sure if they will fit into my design.

 

Thank you in advance!

 

P.S

Yes, no mistake. I am doing my game in pure C using SDL 2.0. I plan to do the switch to C++ for my next game.



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#2 NickW   Members   -  Reputation: 313

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Posted 17 September 2013 - 09:58 PM

Sounds like you have a pretty good idea of what to do next.

 

Locking the camera to the player is just a matter of offsetting everything as you draw it by your camera position

 

camera_x = player_x - screenwidth / 2

camera_y = player_y - screenheight / 2

 

then whenever you draw, subtract out the camera position

 

Draw(x - camera_x, y - camera_y);



#3 ultramailman   Prime Members   -  Reputation: 1582

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Posted 18 September 2013 - 12:10 AM

Items can be implemented as collidable objects, like the bricks in a level. Instead of bouncing off the player, the items will apply their effects when collided with. So when your player touches an item, a function to apply the effect is called on the player object.



#4 farmdve   Members   -  Reputation: 194

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Posted 19 September 2013 - 07:24 AM

What about designs for code for holding and describing an item. And say an inventory?



#5 ultramailman   Prime Members   -  Reputation: 1582

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Posted 19 September 2013 - 10:45 PM

For the kind of items that go into an inventory, use a container (for example, an array for fixed sized inventories) attached to a character (player or otherwise) to store the items. The description of an item can go into an item description file.






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