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  How would you implement a stair system  (Read 2793 times)
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Offline Kronos

Junior Devvie

Medals: 1

« Posted 2013-06-15 11:42:41 »

Hello everybody,

I am working on a platformer without jumping.... however. I want to go to different floors using stairs like in a house. How would you manage this.
At the moment I got a StairContainer with an ArrayList<Stair> and checking if the up/down button is pressed. A stair is more or less a rectangle. So I check an intersection. This is semi-cool, because I need to position the rectangle very precisely. Going up is just y -= 0.2f * delta; plus x += 0.2f * delta;

I dont really like this method ,because it has lot of lacks, and might look very strange.

I would appreciate any help. Thanks in advance.

cheers, Kronos
Offline UprightPath
« Reply #1 - Posted 2013-06-15 11:50:59 »

Instead of checking for a collision you could always just check if the player is passing through some point in a certain direction and holding/pressing up. Then 'attach' them to the stair, which should have its own rules for left/right motion, even if it's just some sort of straight line, because you (probably) don't want your character to fall through the floor if he stops holding up/down.

Offline Kronos

Junior Devvie

Medals: 1

« Reply #2 - Posted 2013-06-15 12:48:15 »

Hey there, thanks for your answer. How can I "attach" that guy smoothly to the stair, that it doesn't look so mechanicly.
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Offline relminator
« Reply #3 - Posted 2013-06-15 13:22:50 »

Can you explain what "platforming without jumping" is?
Offline Kronos

Junior Devvie

Medals: 1

« Reply #4 - Posted 2013-06-15 14:18:15 »

Actually there is a house with 4 floors, maybe the technical term platformer is wrong here. sorry Wink
Offline ReBirth
« Reply #5 - Posted 2013-06-16 02:23:15 »

What kind of stair? there's 2 kind on 2D platformer (I think the term is fit here). One is like what UpRightPath says. Other one is where you need no key press, the stair appears as terrain instead background.

Offline relminator
« Reply #6 - Posted 2013-06-16 05:12:34 »

Megaman stairs or castlevania stairs?
Offline Kronos

Junior Devvie

Medals: 1

« Reply #7 - Posted 2013-06-16 09:04:16 »

castlevania as I can see from picture research Wink
Offline relminator
« Reply #8 - Posted 2013-06-16 09:58:47 »

I haven't implemented such ladders but this might work:

1. If a player is in a ladder tile...
2. get player tile pixel pos by player xpos - tilepos x tilesize
3. player ypos = tiley x tilesize - playertilepixel x slopegradient.

Sorry for the formatting as I'm using a phone to post.

I may try this logic later.
Offline numpad

Junior Newbie

« Reply #9 - Posted 2013-06-18 14:52:35 »

Another good thing would be to use states combined with those things above.
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Offline Kronos

Junior Devvie

Medals: 1

« Reply #10 - Posted 2013-06-19 19:51:53 »

Thanks for the help. I think I got a good solution. I'll post it as soon I finished it Wink
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