I'm creating a small 2d-minecraft clone, in Phaser js, on my own as a learning experience. So far I have gotten player movement and random level seeds to work ok.
I am using Phasers P2JS engine and have sprites that are box based. What I'm struggling with now Is I want the player to be able to walk unhindered up small elevations, (1-tile high) but I don't have any good idea of how I should Implement this.
I have tried changing the bounding box of the player so that it had a slope at the bottom but this gets me in to a bunch of trouble with wall climbing. I want a way to do this where it gets as seamless as possible. Preferably the player speed is not altered much by climbing the steps.
I am concidering writing some kind of collision detection function to handle this but I am uncertain if this is the best way to do it.
Thanks for your help.
Below is my code and an image that shows the kind of step I want to beable to walk up. Its the first elevation to the left in the image.
var pablo = require('../generators/pablo.js');
var destiny = {};
var socket;
var player;
var jumpButton;
var levelCollisionGroup;
var playerCollisionGroup;
destiny.create = function () {
console.info("game loaded");
// World
this.game.world.setBounds(0, 0, 4000, 1000);
this.game.physics.startSystem(Phaser.Physics.P2JS);
this.game.physics.p2.gravity.y = 600;
this.game.physics.p2.applySpringForces= false;
this.game.physics.p2.applyDamping= false;
this.game.physics.p2.restitution = 0;
this.game.physics.p2.friction = 0.01;
// Player
playerCollisionGroup = this.game.physics.p2.createCollisionGroup();
player = this.game.add.sprite(this.game.world.centerX, 800, 'player');
this.game.physics.p2.enable(player,true);
player.body.fixedRotation = true;
player.body.setCollisionGroup(playerCollisionGroup);
player.body.mass = 2;
// Camera
this.game.camera.follow(player);
this.game.camera.deadzone = new Phaser.Rectangle(200, 0, 400, 100);
// Controls
jumpButton = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
leftButton = this.game.input.keyboard.addKey(Phaser.Keyboard.A);
rightButton = this.game.input.keyboard.addKey(Phaser.Keyboard.D);
// Level
levelCollisionGroup = this.game.physics.p2.createCollisionGroup();
this.game.physics.p2.updateBoundsCollisionGroup();
for (i = 0; i < 280; i = i + 1) {
var block;
var height = pablo.getHeight(i);
for(j = 0; j < height; j = j + 1){
if(j === height-1){
block = this.game.add.sprite(15*i, 993-15*j, 'grass');
} else {
block = this.game.add.sprite(15*i, 993-15*j, 'dirt');
}
block.width = 15;
block.height = 15;
this.game.physics.p2.enable(block);
block.body.static=true;
block.body.immovable = true;
block.body.collides([levelCollisionGroup, playerCollisionGroup]);
block.body.setCollisionGroup(levelCollisionGroup);
if(j == height){
}
}
}
player.body.collides(levelCollisionGroup);
this.game.stage.backgroundColor = "#5599CC";
};
destiny.update = function() {
player.body.velocity.x=0;
if (leftButton.isDown) {
player.body.velocity.x = -200;
} else if (rightButton.isDown) {
player.body.velocity.x = 200;
}
if (jumpButton.isDown && this.checkIfCanJump()) {
player.body.velocity.y = -400;
}
};
destiny.render = function() {
this.game.debug.cameraInfo(this.game.camera, 32, 32);
this.game.debug.spriteCoords(player, 32, 550);
};
destiny.checkIfCanJump = function() {
var result = false;
for (var i=0; i < this.game.physics.p2.world.narrowphase.contactEquations.length; i++) {
var c = this.game.physics.p2.world.narrowphase.contactEquations[i];
if (c.bodyA === player.body.data || c.bodyB === player.body.data) {
var d = p2.vec2.dot(c.normalA, p2.vec2.fromValues(0, 1));
if (c.bodyA === player.body.data) {
d *= -1;
}
if (d > 0.5) {
result = true;
}
}
}
return result;
};
module.exports = destiny;
===================== Edit =====================
I have now tried creating slopes of the edge pieces when generating the world. But I realized that this makes me have to regenerate the world when I later add the feature for hacking away blocks. Thus this is not the solution. I think I will need to do some collision detection and move the player up when I hit an edge. But I'm not quite sure how to do this in phaser. Any help is still appreciated.
!!! Here is an image of what not to do !!!