Platforms are not always solid.

I got the problem with the platforms. Sometimes the platforms are solid. But sometimes the character just falls through it.

It's about sections with the comment above "// hit platform 1".
(But the problem is affecting all platforms. This is a piece of the code. Not the whole code.)

I would like to know why it happens and how it can be solved.
Thanks in advance.

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  void updatePlayer()
{
	//	player hits the jump coordinates
	if ((player_x >= 200 && player_x <= 206)	// jump spot on the ground floor
		&&
		(player_y == 10 || player_y == 9 || player_y == 8 || player_y == 7 || player_y == 6))
	{
		player_y += 175;
	}

	if ((player_x >= 400 && player_x <= 406)	//	jump spot on the 1st platform
		&&
		(player_y >= 100 && player_y <= 110))
	{
		player_y += 150;
	}

	if ((player_x >= 600 && player_x <= 606)	//	jump spot on the 2d platform
		&&
		(player_y == 208 ))
	{
		player_y += 300;
	}

	if ((player_x >= 400 && player_x <= 406)	//	jump spot on the 3d platform
		&&
		(player_y == 308 || player_y == 307 || player_y == 308 || player_y == 309 || player_y == 310))
	{
		player_y += 190;
	}

	if ((player_x >= 200 && player_x <= 206)	//	jump spot on the 4d platform
		&&
		(player_y == 408 || player_y == 409 || player_y == 410 || player_y == 411))
	{
		player_y += 200;
	}

	//	hit the top (ceiling)
	if (player_y >= 590)
	{
		playerSpeedUp = false;
	}
	if (player_y < 590)
	{
		playerSpeedUp = true;
	}

	//	hit the left wall
	if (player_x <= 10)
	{
		playerSpeedLeft = false;
	}
	if (player_x > 10)
	{
		playerSpeedLeft = true;
	}

	//	hit the right wall
	if (player_x >= 780)
	{
		playerSpeedRight = false;
	}
	if (player_x < 780)
	{
		playerSpeedRight = true;
	}

	//	hit platform 1 - top
	if ((player_y >= 108 && player_y <= 109) && (player_x >= 300 && player_x <= 450))
	{
		gravity = false;
	}
	else if (player_y > 109 && (player_x < 300 || player_x > 450))
	{
		gravity = true;
	}

	//	hit platform 1 - bottom
	if ((player_y <= 90 && player_y >= 85) && (player_x > 300 && player_x < 450))
	{
		playerSpeedUp = false;
	}
	if (player_y > 85 && (player_x < 300 || player_x > 450))
	{
		playerSpeedUp = true;
	}

	//	hit platform 2 - top
	if ((player_y >= 208 && player_y <= 209) && (player_x >= 500 && player_x <= 650))
	{
		gravity = false;
	}
	else if (player_y > 209 && (player_x < 500 || player_x > 650))
	{
		gravity = true;
	}

	//	hit platform 2 - bottom
	if ((player_y <= 190 && player_y >= 185) && (player_x > 500 && player_x < 650))
	{
		playerSpeedUp = false;
	}
	if (player_y > 185 && (player_x < 500 || player_x > 650))
	{
		playerSpeedUp = true;
	}

	//	hit platform 3 - top
	if ((player_y >= 300 && player_y <= 309) && (player_x >= 280 && player_x <= 450))
	{
		gravity = false;
	}
	else if (player_y > 308 && (player_x < 280 || player_x > 450))
	{
		gravity = true;
	}

	//	hit platform 3 - bottom
	if ((player_y <= 290 && player_y >= 285) && (player_x > 280 && player_x < 430))
	{
		playerSpeedUp = false;
	}
	if (player_y > 285 && (player_x < 280 || player_x > 430))
	{
		playerSpeedUp = true;
	}
	
	//	hit platform 4 - top
	if ((player_y >= 408 && player_y <= 410) && (player_x >= 80 && player_x <= 230))
	{
		gravity = false;
	}
	else if (player_y > 410 && (player_x < 80 || player_x > 230))
	{
		gravity = true;
	}
	
	//	hit platform 4 - bottom
	if ((player_y <= 390 && player_y >= 385) && (player_x > 80 && player_x < 230))
	{
		playerSpeedUp = false;
	}
	if (player_y > 385 && (player_x < 80 || player_x > 230))
	{
		playerSpeedUp = true;
	}
	
	//	hit platoform 5 - top
	if ((player_y >= 508 && player_y <= 509) && (player_x >= 350 && player_x <= 500))
	{
		gravity = false;
	}
	else if (player_y >508 && (player_x < 350 || player_x > 500))
	{
		gravity = true;
	}
	
	//	hit platform 5 - bottom
	if ((player_y <= 490 && player_y >= 485) && (player_x > 350 && player_x < 500))
	{
		playerSpeedUp = false;
	}
	if (player_y > 485 && (player_x < 350 || player_x > 500))
	{
		playerSpeedUp = true;
	}
	
	//	hit the bottom (wall)
	if (player_y < 11)
	{
		playerSpeedDown = false;
		gravity = false;
	}

	if (player_y > 14)
	{
		playerSpeedDown = true;
	}

	if (gravity == true)
	{
		player_y -= 3;
	}
}
Last edited on
It's hard to say without seeing all the code, but here are some things to consider:

Lines 50-67: If player_x is 100 then you set playerSpeedLeft and playerSpeedRight to true. Does that mean the player is going both left and right?

Lines 164-179. If player_x is 100 and player_y is 500 then this code will set playerSpeedUp and playerSpeedDown to true. Does that mean the player is moving both up and down?

I suspect that there are cases where you don't set gravity at all.

I think the key here is to structure the code so that you're guaranteed that it covers all the values of player_x and player_y.
I cannot paste the whole document in here. The document is too big.

About the playerSpeedRight and playerSpeedLeft etc. Those are bool variables which enables or disables the keys which the player can use. For example, in the game you can go right until you get to the end of the map and then the key yo use to right is disable so the character won't go out of the map and screen.

Thank you for the tip about covering all the variables. But it would be helpful if you could give an example how I should do it.
I solved the problem by making the the gap bigger.

So instead of this: (player_y >= 108 && player_y <= 109).
I did this: (player_y >= 106 && player_y <= 109).

It's a small difference. Unfortunately, it also makes the character go into the platform a little bit. But that is hardly noticeable.

Thank you for your time and effort. Have a nice day.
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