45° Slopes in a Tile based 2D platformer

Posted by xNidhogg on Game Development See other posts from Game Development or by xNidhogg
Published on 2012-02-03T12:53:12Z Indexed on 2012/06/02 22:50 UTC
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I want to have simple 45° slopes in my tile based platformer, however I just cant seem to get the algorithm down. Please take a look at the code and video, maybe I'm missing the obvious?

//collisionRectangle is the collision rectangle of the player with 
//origin at the top left and width and height
//wantedPosition is the new position the player will be set to.
//this is determined elsewhere by checking the bottom center point of the players rect
if(_leftSlope || _rightSlope)
{        
    //Test bottom center point
    var calculationPoint = new Vector2(collisionRectangle.Center.X, collisionRectangle.Bottom);
    //Get the collision rectangle of the tile, origin is top-left
    Rectangle cellRect =
        _tileMap.CellWorldRectangle(
            _tileMap.GetCellByPixel(calculationPoint));
    //Calculate the new Y coordinate depending on if its a left or right slope
    //CellSize = 8
    float newY = _leftSlope
                            ? (calculationPoint.X % CellSize) + cellRect.Y
                            : (-1 * (calculationPoint.X % CellSize) - CellSize) + cellRect.Y;
    //reset variables so we dont jump in here next frame
    _leftSlope = false;
    _rightSlope = false;
    //now change the players Y according to the difference of our calculation
    wantedPosition.Y += newY - calculationPoint.Y;
}

Video of what it looks like: http://youtu.be/EKOWgD2muoc

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