## Platformer Collsion With Maps

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Davidobot
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### Platformer Collsion With Maps

How make the char collide with maps like this? https://love2d.org/wiki/Tutorial:Gridlocked_Player
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Platformer X.love
My library:
LovelyMoon

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Davidobot
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### Re: Platformer Collsion With Maps

My library:
LovelyMoon

Check out my current project:
Raycaster

Oh hey, I have a website now!

trubblegum
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Posts: 192
Joined: Wed Feb 22, 2012 10:40 pm

### Re: Platformer Collsion With Maps

A grid-locked object is always aligned with the grid. That means its location is normally exactly equal to that of one of the grid squares, so all you have to do is find which grid space has the same co-ordinates as the player.
If you've been smart about it, you can find the map square at the player's location using something like map[player.y / gridsize][player.x / gridsize].

Davidobot
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### Re: Platformer Collsion With Maps

trubblegum wrote:A grid-locked object is always aligned with the grid. That means its location is normally exactly equal to that of one of the grid squares, so all you have to do is find which grid space has the same co-ordinates as the player.
If you've been smart about it, you can find the map square at the player's location using something like map[player.y / gridsize][player.x / gridsize].
Can you post an example of that?
My library:
LovelyMoon

Check out my current project:
Raycaster

Oh hey, I have a website now!

Davidobot
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### Re: Platformer Collsion With Maps

Could you?
My library:
LovelyMoon

Check out my current project:
Raycaster

Oh hey, I have a website now!

Puzzlem00n
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### Re: Platformer Collsion With Maps

I can.

Code: Select all

function love.load()
player = {
x,
y,
ySpeed = 0,
grav = 1.5
}

map = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1},
{1, X, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
}

for y = 1, #map do
for x = 1, #map[y] do
if map[y][x] == X then
player.x = x * 40 - 40
player.y = y * 40 - 40
end
end
end
end

function love.update(dt)
dt = math.min(dt, 0.07)
frame = dt * 30
player.ySpeed = player.ySpeed + player.grav * frame
player.y = player.y + player.ySpeed * frame
boundingChecks()
end

function love.keypressed(key)
if key == "up" and player.ySpeed == 0 then
player.ySpeed = -20
end
if key == "escape" then
love.event.quit()
end
end

function boundingChecks()
if mapCollide(player.x + 1, player.y + 40) == 1 or mapCollide(player.x + 39, player.y + 40) == 1 then
player.y = player.y - player.ySpeed * frame
player.ySpeed = 0
end
if mapCollide(player.x + 1, player.y) == 1 or mapCollide(player.x + 39, player.y) == 1 then
player.ySpeed = .5
end
if love.keyboard.isDown("left") then
player.x = player.x - 8 * frame
end
if love.keyboard.isDown("right") then
player.x = player.x + 8 * frame
end
if mapCollide(player.x, player.y + 1) == 1 or mapCollide(player.x, player.y + 39) == 1 then
player.x = player.x + 8 * frame
end
if mapCollide(player.x + 40, player.y + 1) == 1 or mapCollide(player.x + 40, player.y + 39) == 1 then
player.x = player.x - 8 * frame
end
end

function love.draw()
for y = 1, #map do
for x = 1, #map[y] do
if map[y][x] == 0 then
end
if map[y][x] == 1 then
love.graphics.setColor(255, 255, 255)
love.graphics.rectangle("fill", x * 40 - 40, y * 40 - 40, 40, 40)
end
end
end
love.graphics.setColor(0, 255, 255)
love.graphics.rectangle("fill", player.x, player.y, 40, 40)
end

function mapCollide(x, y)
checkMap = map[math.floor(y/40) + 1][math.floor(x/40) + 1]
return checkMap
end
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