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wini3d  
#1 Posted : Thursday, September 26, 2019 9:33:53 PM(UTC)
wini3d

Rank: Newbie

Groups: Registered
Joined: 9/26/2019(UTC)
Posts: 0

Hi, new to melonjs and I was wondering if it supports tile based movement.
astupidnerd  
#2 Posted : Monday, October 14, 2019 6:41:14 AM(UTC)
astupidnerd

Rank: Newbie

Groups: Registered
Joined: 10/14/2019(UTC)
Posts: 0
United States

Hello.

It doesn't look like it has it built in, but you can add this functionality yourself pretty easily.

What I did was to add a moving flag to the entity that checked whether or not it was moving to the next tile.

Inside the update method, I checked for up/down/left/right keys being pressed if it was not moving, then I would set the moving flag to true, and set the body's x/y velocity accordingly. Once the entity reached (or surpassed) the point I wanted it to move to, I would set the velocity to 0, adjust its position so it was centered on the tile, and then set the moving flag to false.

Here is a snippet of the relevant code.

Note: I just wrote this this morning, so it's not going to be perfect. Use it as a starting point.

Code:

    if (this.moving) {
      if (this.move_direction == 'up' && this.pos.y <= this.to_y) {
        this.pos.y = this.to_y;
        this.stopMoving();
      } else if (this.move_direction == 'down' && this.pos.y >= this.to_y) {
        this.pos.y = this.to_y;
        this.stopMoving();
      } else if (this.move_direction == 'left' && this.pos.x <= this.to_x) {
        this.pos.x = this.to_x;
        this.stopMoving();
      } else if (this.move_direction == 'right' && this.pos.x >= this.to_x) {
        this.pos.x = this.to_x;
        this.stopMoving();
      }
    }

    // This is not done inside an else to avoid a 1 frame hangup when constantly moving
    if (!this.moving) {
      if (me.input.isKeyPressed('left')) {
        this.moveLeft();
      } else if (me.input.isKeyPressed('right')) {
        this.moveRight();
      } else if (me.input.isKeyPressed('up')) {
        this.moveUp();
      } else if (me.input.isKeyPressed('down')) {
        this.moveDown();
      }
    }

    // Also not checking inside the above if so that the idle animation only plays when they
    // are really not moving
    if (!this.moving && !this.renderable.isCurrentAnimation(`stand-${this.move_direction}`)) {
      this.renderable.setCurrentAnimation(`stand-${this.move_direction}`);
    }
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