Collision disturbing the jumping mechanic in java 2D game [on hold]

Posted by user50931 on Game Development See other posts from Game Development or by user50931
Published on 2014-08-24T14:59:15Z Indexed on 2014/08/24 16:29 UTC
Read the original article Hit count: 183

Filed under:
|

So I have been working on a 2D Java game recently and everything was going smoothly, until I reached a problem to do with the players jumping mechanic. So far I've got the player to jump a fixed rate and fall due to gravity.

Hers my code for my Player class.

public class Player extends GameObject {

public Player(int x, int y, int width, int height, ObjectId id) {
    super(x, y, width, height, id);
}

@Override
public void tick(ArrayList<GameObject> object) {

    if(go){
        x+=vx;
        y+=vy;
    }

    if(vx <0){
        facing =-1;
    }else if(vx >0) 
        facing =1;

    checkCollision(object);
    checkStance();

}

private void checkStance() {

    if(falling){ //gravity
        jumping = false;
        vy = speed/2;
    }

    if(jumping){  // Calculates how high jump should be
        vy = -speed*2;

        if(jumpY - y >= maxJumpHeight)
            falling =true;
    }
  } 

private void checkCollision(ArrayList<GameObject> object) {


    for(int i=0; i< object.size(); i++ ){
        GameObject tempObject = object.get(i);


        if(tempObject.getId() == ObjectId.Ledge){


            if(getBoundsTop().intersects(tempObject.getBoundsAll())){         //Top
                y = tempObject.getY() + tempObject.getBoundsAll().height;
                falling =true;              
            }

            if(getBoundsRight().intersects(tempObject.getBoundsAll())){      // Right
                x = tempObject.getX() -width ;

            }

             if(getBoundsLeft().intersects(tempObject.getBoundsAll())){       //Left
                x = tempObject.getX() + tempObject.getWidth();

            }

             if(getBoundsBottom().intersects(tempObject.getBoundsAll())){          //Bottom
                y = tempObject.getY() - height;
                falling =false;
                vy=0;   

            }else{
                falling =true;
            }


    }

  }
}

@Override
public void render(Graphics g) {
    g.setColor(Color.BLACK);
    g.fillRect((int)x, (int)y, width, height);
}

@Override
public Rectangle getBoundsAll() {
    return new Rectangle((int)x, (int)y,width,height);
}


public Rectangle getBoundsTop() {
    return new Rectangle((int) x , (int)y ,width,height/15);
}

public Rectangle getBoundsBottom() {
    return new Rectangle( (int)x , (int) y +height -(height /15),width,height/15);
}

public Rectangle getBoundsLeft() {
    return new Rectangle( (int) x , (int) y + height /10 ,width/8,height - (height /5));
}

public Rectangle getBoundsRight() {
    return new Rectangle((int)  x + width - (width/8) ,(int) y + height /10 ,width/8,height - height/5);
}

}

My problem is when I add:

else{ falling =true; }

during the loop of the ArrayList to check collision, it stops the player from jumping and keeps him on the ground. I've tried to find a way around this but haven't had any luck. Any suggestions?

© Game Development or respective owner

Related posts about java

Related posts about jumping

  • Smooth vector based jump

    as seen on Game Development - Search for 'Game Development'
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within… >>> More

  • How can I improve my Animation

    as seen on Game Development - Search for 'Game Development'
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. Here is an example of a very basic jump I implemented. if(jumping) { height = sin(time); if(height < 0) jumping = false; // player landed player.position.z = height; } if(keydown(SPACE)… >>> More

  • Impulsioned jumping

    as seen on Game Development - Search for 'Game Development'
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by… >>> More

  • Jump handling and gravity

    as seen on Game Development - Search for 'Game Development'
    I'm new to game development and am looking for some help on improving my jump handling for a simple side scrolling game I've made. I would like to make the jump last longer if the key is held down for the full length of the jump, otherwise if the key is tapped, make the jump not as long. Currently… >>> More

  • 3D Studio Max biped restrictions?

    as seen on Game Development - Search for 'Game Development'
    I have a stock biped character in 3D studio max which has a jump animation. The problem I have with the jump animation is that there is actual y offset happening inside it which makes it awkward to play while the character is jumping since it's not only jumping in the game world but the jump animation… >>> More