Skip to content

Jumping & Sliding

Brianna Jones edited this page Aug 31, 2021 · 3 revisions

Jumping

Jumping Motion

The player jumps directly upwards when the user presses either the 'W' or the 'SPACE' key. This is done by applying a force in the positive Y direction to the center of the player's body using the jump() function in the PlayerActions class. If the player is moving either to the left or right when jumping, the player will again jump upwards but continue to move in the desired direction, done so in the walk() function also located in the PlayerActions class. Put briefly, the player can move in both the X and Y directions at the same time.

Interaction with Collisions

The player should only be able to jump upwards when they are in contact with the ground, an obstacle, etc. This prevents the player from being able to fly through the level and complete the game without having to evade any obstacles. To implement this, the PlayerMovementComponent and JumpableComponent classes were created to track the player's collisions with different objects in the map. JumpableComponent is a dummy component that acts as an indicator to the onCollisionStart function in the PlayerMovementComponent class to whether the player should be able to jump off the object. onCollisionStart retrieves the two fixtures involved in the collision dependent upon the specified targetLayer (i.e. obstacle). This component should only be applied to player entities as the first fixture retrieved is the component's owner (i.e. me). It then gets the body data of both of the fixtures and, if the target fixture contains a PhysicsComponent and a JumpableComponent, calls togglePlayerJumping() of PlayerActions. This toggles the canJump variable of the player's actions and sets their PlayerState back to PlayerState.MOVING, thus allowing them to jump().

Sliding

Sliding Motion

The player slides left or right, dependent upon which direction the last moved in, when the user presses the 'SHIFT_RIGHT' key. This is done by applying a force in the positive or negative X direction to the center of the player's body using the slide() function in the PlayerActions class.

Dependency on Prior Movement

To make sure the player slides in the desired direction, the previousWalkDirection variable tracks the direction the player last moved in. This gets set by setPreviousWalkDirection() in PlayerActions through event handling. When the 'A' or 'D' keys are pressed, KeyboardPlayerInputComponent passes the relevant Vector2Util vector to the function and assigns it to previousWalkDirection. Then, slide() evaluates previousWalkDirection and applies the revelant force.

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

Clone this wiki locally