Crawling Implemented

http://www.youtube.com/watch?v=OVYFqyhbBOE

Crawling implemented with some slight glitches and background parallax fixed.

Background Scrolling

Fixed the parallax problem at the room boundary by making the background image 192 pixels wide instead of 256, because 192 is a multiple of 48 (tile size) and 256 is not.  Later, I still want to go back and add some transparency effects for the background between two rooms, just in case I want to have rooms with different backgrounds.  However, this results in 6.5 background tiles per screen which leaves me with the same problem of the background image not aligning to the room size.  I would rather not reduce the background image to 96 pixels wide, because it would make the background tiling really noticeable.  After doing some calculations, I found that the room size (1248) is divisible by 156, which would make the background image repeat 8 times for an image 156 pixels wide, so I went with that size for the background image width.

Map Drawing

Created a new method specifically for drawing a room.  Previously, I had separate loops for drawing the blocks of each room, but only drew the enemies and doors in the current room.  That is why those would disappear as I crossed the room boundary.  With the enemies and doors (and eventually projectiles) drawn in the room draw method, those no longer disappear, because I always call the map draw method for the room to the left and right of the current room.  This did uncover another issue, which is that the enemies are not updating (moving) when the player is not in the current room.  Therefore, in the game update method I now call update for the enemies and projectiles in the adjacent rooms.  True to NES game fashion, I’m not going to bother updating enemies more than one room away.

Crawling

I added crawling to the game, which allows the player to go into spaces that are only one tile high.  When the player presses down, then a crouching flag gets set to true if the player is not jumping or falling.  When this is set, the player’s bounding box size gets set to 48×48 (previously 96×48).  The first time I tested this, I was surprised that the bounding box was correctly aligned to the floor, instead of floating in the air since I didn’t update the player’s Y position to account for the crouch height.  However, I realized what was happening was that once the player crouched, then they would fall to the ground to account for the 48 pixel vertical gap that is created when the player crouches.  This worked fine, but when the player released down the crouching boolean gets set back to false and the bounding box is set back to 96 pixels high.  Since the player’s Y position was not modified, this resulted in the player being stuck in the ground.  For now, to fix this I just subtracted off 48 from the player’s Y position when they release down (go back to standing).  This seems to work well, unless there is a block above the crouch position, which will cause the player to rise through the block.  I will need to add a check to see if the player will collide with a block when going from crouching to standing, and if they do collide then keep the player in the crouching position.

I fired up Blender and moved my simple model into a crouching position, then I exported the image which I scaled and cropped with Gimp.  One other problem is that the player’s sprite is much wider (94 pixels) than the bounding box’s width (48 pixels).  I centered the sprite horizontally on the bounding box, but I’m going to leave the overhang for now.  I could go back later and make the bounding box when crouching 96×48, but I think that could result in the player getting stuck in some instances if not careful.

Story Added

http://www.youtube.com/watch?v=W1UoC2nKUsE

Attract screens included and parallax background added.

Story

Created a simple story about having to save the world from cyber terrorists who have hacked the global network.  Created an attract screen which cycles through the four story screens that I have created.  Created some really simple graphics in Gimp, which I hope to improve later.

Updated the title screen with a simple title logo that I created with Gimp.  Added logic to the title screen to use the user created world if it exists, or generate the default world if no user created world exists.

Parallax

Added a simple scrolling background to the level.  For now, I just used one of the images that I created for Resistor.  Added a parallax effect by offsetting the background image by the room offset divided by two.  That means the background is scrolling at half speed of the room.  When creating the background image, the grid option in Gimp really helped with placing the background images, which were placed over a blue to black gradient.  I could have set my background image as a pattern and used bucket fill, but that would have been more effort than needed.  My Gimp toolbox kept disappearing for some reason, and getting it to show again with the tool options was really a hassle.  Once I got the background image added to the game, there was a noticeable jump that occurs when the player crosses rooms, which will need to be fixed later.  I’m thinking about copying all of the room data to one huge array, which would solve a lot of problems like that.

Gameplay Changes

Added a check in the draw method of the game screen to determine if the player is facing right.  If so, then the player sprite is flipped horizontally.  This throws off the baked-in lighting, but it is good enough for now.

Modified the player’s jump speed to 10 (pixels per frame) instead of 5, which makes the jumps feel less floaty.  Still need to add some calculations to make jumps more parabolic and less linear.

Realized that the player’s health wasn’t getting re-initialized after dying and starting a new game.  I went ahead and created a newGame method in the game screen class which handles things like that.

Level Editor

http://www.youtube.com/watch?v=lz45CBSWHA8

Basic level editor created which currently supports one room.

ResistorKit Update

Updated ResistorKit so that it sets the next screen value to -1 by default instead of 0, which was a valid next screen state.  Created simple title screen, and added code to handle switch to the game screen.  This time I am using a List of Screens, instead of having each Screen declared as an instance variable in the main game class.  That way I am able to reference the next Screen as an index to the Screen list, instead of having a mess of if/then statements.  Added bounds checking for the screen array, just to ensure that the game doesn’t crash if the getNextScreen method returns a value higher than the Screen array size.

Level Editor

Created a simple graphical 2D array editor, which allows blocks to be placed in the array.  These will be used as the blocks of the game room.  Set the action button to save the current array.  Added a method to return the currently created level, or null if no level has been created.  When the player selects to start the game, then the main game loop checks to see if the world created by the level editor is not null.

Reworked a lot of the World, Level, and Map code so that it accepts those values as parameters.  This allows those to be created in the level editor, and then passed as a parameter to the GameScreen object, which holds a reference to the game world data object.  Added quite a few null checks, since initially the level or map may be null if no level has been created by the level editor.  Set the action button as the save button in the game level editor.