redesigned asset/made more accurate collisions

This commit is contained in:
dvorakmortonxd 2026-10-23 09:58:55 +02:00
commit d1841f0b3a
6 changed files with 9 additions and 5 deletions

View file

@ -52,7 +52,7 @@ public class Game extends JPanel implements ActionListener {
public static BufferedImage playerRight2; public static BufferedImage playerRight2;
// sets the FPS up (its 16 because 1000/60 is around 16.666 but it only accepts integers so its just rounded to 60) // sets the FPS up (its 16 because 1000/60 is around 16.666 but it only accepts integers so its just rounded to 60)
public final Timer timer = new Timer(16, this); // 60 FPS (actually more so around 62.5 but thats kinda irrelevant) public Timer timer = new Timer(16, this); // 60 FPS (actually more so around 62.5 but thats kinda irrelevant)
// predefines the mouse position variables // predefines the mouse position variables
public int mouseX, mouseY; public int mouseX, mouseY;

View file

@ -1,5 +1,6 @@
package dev.dvorakmortonxd; package dev.dvorakmortonxd;
import javax.swing.*;
import java.awt.event.*; import java.awt.event.*;
public class input implements KeyListener { public class input implements KeyListener {
@ -15,6 +16,8 @@ public class input implements KeyListener {
case KeyEvent.VK_A, KeyEvent.VK_LEFT -> m.leftHeld = true; case KeyEvent.VK_A, KeyEvent.VK_LEFT -> m.leftHeld = true;
case KeyEvent.VK_S, KeyEvent.VK_DOWN -> m.downHeld = true; case KeyEvent.VK_S, KeyEvent.VK_DOWN -> m.downHeld = true;
case KeyEvent.VK_D, KeyEvent.VK_RIGHT -> m.rightHeld = true; case KeyEvent.VK_D, KeyEvent.VK_RIGHT -> m.rightHeld = true;
// debug
case KeyEvent.VK_TAB -> m.timer = new Timer(8, m); // speeds up the game animations (125fps)
case KeyEvent.VK_SPACE -> { case KeyEvent.VK_SPACE -> {
if (m.playerOnFeet) { if (m.playerOnFeet) {
m.playerYVelocity = m.jumpSpeed; m.playerYVelocity = m.jumpSpeed;
@ -27,7 +30,8 @@ public class input implements KeyListener {
case KeyEvent.VK_ESCAPE -> System.exit(0); case KeyEvent.VK_ESCAPE -> System.exit(0);
case KeyEvent.VK_CONTROL -> System.out.println("X+Y="+m.playerX+"+"+m.playerY); case KeyEvent.VK_CONTROL -> System.out.println("X+Y="+m.playerX+"+"+m.playerY);
// THE LINE BELOW IS FOR ME WHEN DEBUGGING, I LEFT IT IN BECAUSE ITS IMPOSSIBLE TO KNOW ABOUT IT WITHOUT READING THE CODE LOL // THE LINE BELOW IS FOR ME WHEN DEBUGGING, I LEFT IT IN BECAUSE ITS IMPOSSIBLE TO KNOW ABOUT IT WITHOUT READING THE CODE LOL
case KeyEvent.VK_DELETE -> { case KeyEvent.VK_TAB -> m.timer = new Timer(16, m); // slows back the game animations (62fps)
case KeyEvent.VK_SLASH -> {
m.level = 3; m.level = 3;
m.playerActive = true; m.playerActive = true;
} }

View file

@ -16,9 +16,9 @@ public class update {
} }
public static double getGroundY(Game m) { public static double getGroundY(Game m) {
if (m.level == 3) { if (m.level == 3) {
if (m.playerX > 274 && m.playerX < 583) { return 338; } else { return 366; } if (m.playerX > 290 && m.playerX < 572) { return 338; } else { return 366; }
} else { } else {
return m.windowHeight; return m.windowHeight-m.playerSizeY;
} }
} }
static void performPerTick(Game m) { static void performPerTick(Game m) {
@ -92,7 +92,7 @@ public class update {
m.playerYVelocity = Math.min(m.playerYVelocity + m.gravity, m.maxFall); m.playerYVelocity = Math.min(m.playerYVelocity + m.gravity, m.maxFall);
m.playerY += m.playerYVelocity; m.playerY += m.playerYVelocity;
// collisions // jumping and landing mechanics + collisions
double groundY = getGroundY(m); double groundY = getGroundY(m);
if (m.playerY+10 >= groundY) { // the +10 is so it feels like you can jump the instant you touch the ground even tho you technically are a bit above it, just makes the movement feel snappier if (m.playerY+10 >= groundY) { // the +10 is so it feels like you can jump the instant you touch the ground even tho you technically are a bit above it, just makes the movement feel snappier
m.playerY = (int) groundY; m.playerY = (int) groundY;

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