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DarkBASIC Professional Discussion / Ramps or Jumping?? Help Needed!! =S

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CocaCola
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Posted: 25th Jul 2010 03:36 Edited at: 25th Jul 2010 03:40
I KNOW this is possible but how? I don't need both I just need one, a game where you cant jump or go up ramps isnt really a game, is there a tutorial or something on it? I youtubed, googled, and searched here on TGC for it and nothing that really helped alot, I don't want just a CODE that I have to study for hours, something like a tutorial. I do have sparkys collision DLL but the demos only really help with collision not jumping, ramps, gravity etc.

Here is my BASIC code so far

So here's a present to anyone who answers
and to the people who don't answer...
Thanks guys!
If you want to test this code just replace

with something like make object cube,1 or whatever.

Windows Vista
DBPRO 7.4 or 7.5
Sparkys Collision DLL

ohh and while i'm at it how do you turn your object well... something like this
if leftkey()=1 then rotate object 1,something
is that the best way/would it even work?

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Hawkblood
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Posted: 25th Jul 2010 04:09
I've looked at your code. You have the right idea, but you are not using sparky's. You are using the DBP built-in collisions.
First, you have to get rid of the idea that the built-in collisions, as written, will work for what you want. You should use Float=INTERSECT OBJECT(Object Number, X, Y, Z, ToX, ToY, ToZ). You will need to test the "down", "forward", and "side-to-side" directions. This method is as accurate as you can get with the built-in stuff.
It takes a bit of math to do this right:

Do that for the forward, right, and left (the forward is back also).

The fastest code is the code never written.
CocaCola
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Posted: 25th Jul 2010 04:31 Edited at: 25th Jul 2010 04:40
And that's for ramps??
this doesn't work it comes up with an error "Runtime error 7006 - object number illegal at line 41

Thats my new code, and thats what you meant to do right??
or do I have to replace PlayerMesh with object 1 and charX to oldX and GroundMesh to object cube?
If you wouldn't mind could you rewrite the code to fit with the rest of it?

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Hawkblood
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Posted: 25th Jul 2010 05:48
Sorry.... I should have been more specific. the "GroundMesh" part is just a tag. You have to have something that is the "ground". I just noticed you are a new member. Are you new to DBP?

Float=INTERSECT OBJECT(Object Number, X, Y, Z, ToX, ToY, ToZ)
X,Y,Z is where the ray starts
ToX,ToY,ToZ is the direction the ray is going
Object Number is the object you are testing to see if the ray intersects with.
You have to have a valid object number to do this. I'll whip up a simple example with my next post.

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Hawkblood
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Posted: 25th Jul 2010 06:32 Edited at: 25th Jul 2010 06:45

The ball will go left/right and go up a ramp. As it gets to the "down" side of the ramp, it will fall and bounce down the ramp. Right-click and move the mouse to rotate the camera. Space-bar to jump. Hope this helps.

The fastest code is the code never written.
Hawkblood
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Posted: 25th Jul 2010 07:01
Here's a more complicated example of bouncing. It's not perfect, but it's a place to start. Press "T" to make the ball go in a random direction.

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CocaCola
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Posted: 25th Jul 2010 07:05 Edited at: 25th Jul 2010 07:21
I know the basics, im not that good but im a pretty fast learner, testing your code now thanks Hawkblood
Hawkblood, I loved the code! I wish so much I knew how to do that... i will try to learn from your code.
I wish I could ask you so much more :o but I won't bother you that much for tonight... or as little as I can help
Again, Thanks!!

Just tried to edit my code, I KNOW this isn't right, when I try to run as it is it shows a syntax error in the command loop, I don't know how i would add Falling# and Direction# to my code
My current code


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Hawkblood
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Posted: 25th Jul 2010 18:25
It's because you don't have enough ENDIF's:

(that's just before your sync)
This is how it should read:

You will also need to adjust the way you think about the world or adjust my code to match. You are trying to move in the XY plane. Normally I use the XZ plane for latteral movement and Y is literally up. This method will not allow you to move object up for fwd/bkd movement. I recommend you do an XZ plane movement and make the object move using (MOVE OBJECT Object Number, Speed) for fwd/bkd and (MOVE OBJECT LEFT Object Number, Value)/(MOVE OBJECT RIGHT Object Number, Value) for straifing (as you are doing). This may be a wierd way of looking at the world, but most programmers use the XZ method. It's easier for us to help if you do the same.

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CocaCola
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Posted: 25th Jul 2010 19:31 Edited at: 25th Jul 2010 19:50
ok, but how would I add the falling# and direction# to my code so it knows when to fall and stuff??
Test this code here, I replaced my object with simply make cube, the collision in here is way worse than before.


compared to (with this you need to replace my object with make cube)




why can't it all just be this easy?


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Hawkblood
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Posted: 25th Jul 2010 19:56
Your missing the point. You can't just plug my code into your program because I see actual "up" as the Y-axis. Here's a little theory so maybe you can understand my approach:
First, make a simplified program to play with. Two objects the player object and the ground (plane).
Your player object is at px,py,pz (py is the up/down axis).
Your player object moves along the ground (XZ axis).
Each frame the player object drops (Y-axis) and the "ground collision" is tested using:

In this case, my object is a sphere with a diameter of 30.0, so I test for the ground collision from my sphere's center with a ray extending DOWN on the Y-axis 30.0 (that will go 15.0 past the edge of my sphere in the down direction. If the distance (D#) from the center of the sphere to the ground is <15.0 and >0.0, that means the edge of the sphere is going below the ground and the ball needs to be pushed up to the top of the ground.

Notice at the top of the "do/loop" there is a command to push the ball down:

and Falling# is increased (this simulates gravity). After all the collision testing is done, there's the jumping part:

The Falling#=-3.0 will make the ball go up when it hits the move object down 3,Falling# since the negative of down is up.

If you don't understand what I'm saying, ask more.

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CocaCola
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Posted: 25th Jul 2010 21:08
ok, will try again later. would something like this work?
I don't have time to test, and I know this needs editing but is the idea ok?


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CocaCola
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Posted: 25th Jul 2010 21:44 Edited at: 25th Jul 2010 22:55
Ok I pretty much have jumping down, I want to be able to move in midair WHILE still falling and I edited the code so you see the cube in third person, as you can see the collision on the cube or whatever is kindof messed. BUT IM GETTING THERE!
here is my code so far... and so close to having jumping down I think! I won't need ramps I don't think, I will try working on that later, but for now I want to get jumping down.
My code so far



oh yeah and i need it so say if you jump off a block, and move forward while falling you won't land in midair, if you remove if jumping#=0 in these
if jumping#=0 and upkey()=1 then position object 1,oldx#,oldy#,oldz#+2
land on the platform thingy and you will see the problem with collision but also, jump and while in air hold a arrow key and theres another problem thats fixed with if jumping#=0 but that makes it so you cant move at all in air. and also while on the platform jump, move forward or backwards or to the sides and then let it fall where the platform is not underneath of you and thats another problem.

My theory is that since your in mid-air and you push forward your moving the cube (whatever)+/-2 in the air so it forgets to fall, I need it so it remembers to fall and will ALWAYS fall until you have a collision with something. and whats wrong with the collision? the cube is like on the air when your on the platform or on the ground :/

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Hawkblood
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Posted: 25th Jul 2010 23:07
OBJECT COLLISION will tell you nothing about the two objects except if they are colliding or not. You are going back to your old way of doing things. In order to keep your player object from going into the ground and getting stuck you need something that will give you a sliding collision.

I tried to modify yours so it will work. I can't get your to work without completely rewriting it. Play with the first one I gave you and build from my code.

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CocaCola
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Posted: 26th Jul 2010 01:59 Edited at: 26th Jul 2010 02:27
Ok, and my last post we can't work off that?
Is this code a little better? i've been searching through the forums...
just some error, it turns but no movement with upkey() and downkey() and the jumping doesn't quite work.


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Hawkblood
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Posted: 26th Jul 2010 06:26
I fixed it.

Compare your code to mine. The jump works now and the collisions work.... better. Your still trying to use global collisions and you didn't specify the ground. I gave you a "ground" (if Y<=0.0)

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CocaCola
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Posted: 26th Jul 2010 08:57 Edited at: 26th Jul 2010 09:51
better except for (test the code here, I simply moved the blocks around) well, just try to collision here like jumping ontop of the blocks etc



and in these

wouldn't it be simpler and more effective to do as above

or something
with something like my code the collision wouldn't be so obvious and the block won't push back to far.

Also which is easier to add into games ramps or jumping? or are both fairly easy and i just did it in a terrible way?

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Hawkblood
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Posted: 26th Jul 2010 15:27
Quote: "Also which is easier to add into games ramps or jumping? or are both fairly easy and i just did it in a terrible way?"
My first posted code had both a ramp and jumping. It was simple and elegant. It uses the simplest of physics with no bounce and accomplishes everything you were asking about. STUDY MY CODE and you will get the basics. Once you understand how it works, you will be able to adapt it to work for walls. Once you have mastered that, get a plugin like Sparky's collisions. Don't get it until you understand how to do simple collisions!! It will only confuse you.

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CocaCola
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Posted: 26th Jul 2010 18:39
yes the one with the ball was fine, but you never told me how to add falling# and direction# to my code, I don't understand that part.

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Hawkblood
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Posted: 26th Jul 2010 18:51
That example HAS falling. Notice these lines at the beginning of the DO-LOOP:

The ordering of those two commands is on purpose. The other section dealing with Falling# can make it 0.0 or leave it alone:

Notice, if the ball is in a collision condition with the "ground" Falling#=0. And the next section of code dealing with the ramp does the same thing. The only time the ball is affected by Falling# is when it's actually in the air (not colliding with the ground or the ramp). So, the next section deals with jumping:

The only condition in this demo that will give you a Falling# of 0.0 is if it's on the ground or the ramp (or the exact point in time when the ball is changing over from going up to going down-- very rare to hit the [SPACE] at that exact time). When those conditions are met, I move the object up by 1 (which automatically takes it out of range for collision of both the ground and the ramp) and make Falling#=-3.0 so the object "falls" up. I don't know how to explain it any better.

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CocaCola
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Posted: 26th Jul 2010 21:19
what about direction# do i need that?

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Hawkblood
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Posted: 26th Jul 2010 21:29
I don't know what you are talking about. There are two "directions" that the object needs: the forward and down directions. Those are taken care of in the collision code. If you mean gravity, it's taken care of by the Falling# variable.

Did you get what you wanted?

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CocaCola
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Posted: 27th Jul 2010 00:22
Like this....? im never gonna get it



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Hawkblood
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Posted: 27th Jul 2010 05:18 Edited at: 27th Jul 2010 05:19
EDIT: oops! wrong post.

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CocaCola
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Posted: 27th Jul 2010 06:35 Edited at: 27th Jul 2010 06:35
well thanks for the bump
I tried a different code and it didnt work, and I getting a bit better at it though? I'm not using the intersect object thing because it just never seems to work for me, is there a way I can get it to work by using something like this? I had movement working before but it wont really work now, I must've did something :o


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Hawkblood
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Posted: 27th Jul 2010 15:33
Think logically.

You say falling#=3.0 and, a few lines later, you ask if it's >0.1..... Nothing hapens to falling# in between. That code is either pointless or useless. Also, nowhere in your code is falling# ever used for anything. The object never falls.

Quote: "I tried a different code and it didnt work"

My code works. If you modify something and it doesn't do what you want, then go back to when it did and find out why. Don't just keep pushing thru a bad idea in hopes that it will somehow work in the end.

The fastest code is the code never written.
CocaCola
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Posted: 27th Jul 2010 19:00
alright I will keep studying your code, and I was trying to say in this code

right here
if falling#=>0.1 then position object 1,x#,y#-1.5,z# else position object 1,x#,y#,z#
if you are falling then position object 1.5 places down else position the object where it's at

and then
if spacekey()=1 and falling#=0 then position object 1,x#,y#+3,z# and falling#=3.0
if you press spacekey and your not falling then position the object 3 places up and then activate falling

then here
if object collision (1,2) then position object 1,x#,y#,z# and falling#=0
if you collide with the object then position the object where your at and falling#=0

thats what I was trying to do, but i'll study your code later, I just cant grasp this is your code


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CocaCola
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Posted: 27th Jul 2010 19:30 Edited at: 27th Jul 2010 19:31
Ok, I have gotten a good code, I still don't really understand

if you could explain that more in depth to me that would be great, but there is three problems with my code so far
1. if you go to far left and let like 3 quarters of the cube of the edge it will go through the ground cube
2. if you fall then push towards the ground you will go through it
3. when you start you're in the air.
My code so far:


I had to add the object collision at the end or else the collision would be messing up really bad.

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Hawkblood
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Posted: 27th Jul 2010 19:42
You put cube 1 in the air to start with (this answers #3).
You have only tested the down direction, so any side collisions are not taken into account (this answers #2).
Each cube is 20x20x20 and it's center is, well, centered. So from the center of each cube it's only 10 to either of the sides. The collisions only test from the x,y,z down to x,y-30,z so if the coordinates are beyond the cube's bounds, it will test as not colliding (this answers #1).

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CocaCola
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Posted: 27th Jul 2010 20:26 Edited at: 27th Jul 2010 20:27
This is my edited code, I fixed #3 and #1 i think, how would I go about #2? can you do an example of how I would get all the sides to have collision? and I have a new problem, test this code and jump ontop of the block to the right then try to move left and right it partially goes into it.
Thanks!


Oh and am I on the right track now?

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Hawkblood
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Posted: 27th Jul 2010 21:32 Edited at: 27th Jul 2010 21:32

The first part is the change.... try that.
INDENT your code!!

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CocaCola
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Posted: 27th Jul 2010 22:31
what? can you explain that better? and why do I need to indent my code?

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Hawkblood
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Posted: 27th Jul 2010 22:33

Just copy over everything. Indent your code.

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CocaCola
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Posted: 28th Jul 2010 00:56
there.... my codes indented..... now what?


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Oboro
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Posted: 28th Jul 2010 03:25
Hawkblood thank you for this really well commented and NEAT code. Sorry to necro post but I just had to let you know that someone at least it trying to learn from you, I'm at the moment trying to completely dissect your code to find out what each line truly does, it makes sense as a whole to me but I'm encountering a few bugs (is a total programming newb) I've tried to experiment with making object 1 a cube and rotating object 1 to point forward so its more clear as to the direction it's facing while its roaming.

No doubt you've probably noticed where my problem is, but when I try to make said cone jump it just moves forward is this a simple change in direction of jump or does it require a complete re-write?
anyone know, and have some time to explain?
Cheers it advance,
Paul

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CocaCola
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Posted: 28th Jul 2010 05:27
Post your full code Oboro

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Hawkblood
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Posted: 28th Jul 2010 15:36 Edited at: 28th Jul 2010 15:37
Quote: "there.... my codes indented..... now what?"

I hope you were joking!!!
THIS is what I mean:

Now that I've made it easier to identefy the dependant parts of your code, we can begin. Try this and tell me what it's doing/not doing.
@Oboro, yes. Give all your code and tell me what you need.

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CocaCola
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Posted: 28th Jul 2010 19:32
well I changed it to this so it collides with all of them, but if you jump ontop of the high block and then go more left you fall through and I still have the problem where if you fall off the push towards the block you fall through.


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Hawkblood
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Posted: 28th Jul 2010 19:50
Sorry, I didn't put a variable in correctly:

Try this EXACTLY as written. It should do exactly the same thing as before. We will work on the other problems next.

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CocaCola
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Posted: 28th Jul 2010 20:36 Edited at: 28th Jul 2010 23:17
ok so that checks b or the cubes 6 times (6 being the number of objects, change to whatever number of objects, right?)
If so,
next problem. (I just re-read the code and I understood more 2-6 is the the object numbers I want collision for, so it starts at two, reads the collision then goes back to B until it gets to the last object (6) right?)
Quote: "if you jump ontop of the high block and then go more left you fall through and I still have the problem where if you fall off the push towards the block you fall through."

Thanks for that code though, it will help so much!

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Posted: 28th Jul 2010 23:13 Edited at: 29th Jul 2010 03:10
There's my code, my dilemma is it seems to keep the same Point of Reference complete with malfunctions in collision and flying off like Peter Pan no joke lol.

<Edit> Sorry if its messy I'm new at this >_<;;;

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Hawkblood
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Posted: 29th Jul 2010 00:35
CocaCola, post your code so far.
Oboro, Exactly what are you trying to do with this code?

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CocaCola
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Posted: 29th Jul 2010 02:33
I need my own personal 24/7 Hawkblood haha

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CocaCola
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Posted: 29th Jul 2010 02:56 Edited at: 29th Jul 2010 03:04
EDIT: sorry i never seen second page I thought post wasn't working

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Posted: 29th Jul 2010 03:03 Edited at: 29th Jul 2010 03:05


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Oboro
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HawkBlood> Okies I want to make a platformer sort of Devil may cry-esc I know that the scale is going to have to be smaller and its my first time going with 3D, I've bought 3 DBPRO books and made the effort to go through and hard code the examples and I'm still having a moderately hard time understanding how to modify code with out totally fubarring it up. I'm trying to convert my mind over to programmers logic, but honestly I'm a tad bit thick skulled. I'll look at code and think I understand it but really when it comes down to it I just don't get the organization yet... I really like how legible your coding is and really appreciate your examples. I guess I want to try to add to this coding to build a small platformer that I can expand on..

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Hawkblood
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Posted: 29th Jul 2010 05:53
Try this out CocaCola:


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Hawkblood
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Posted: 29th Jul 2010 05:59
@Oboro:
You should really start your own thread and ask for help thru it. As for making a game, you should make VERY small ones first so you can get the programming experience. I mean, a full game with kick-butt graphics is like level 20 and if I understand you correctly, your a level 1 programmer. Start your own post and I and many other people will love to help you with the beginer stuff. Let's start with something easy like what CocaCola is working on.

First, how much programming have you done?

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Hawkblood
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Posted: 29th Jul 2010 06:09
@CocaCola:
This will give you a better perspective:

You can rotate the camera by moving the mouse. This way you can see it at more angles-- better for troubleshooting problems.

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CocaCola
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Posted: 29th Jul 2010 07:14
ok this is my code so far


and go to the top right until you have a cube on either side of the Z axis and try to go up/down you go into the cubes, how would I fix that?
And I have the problem where if you go to far left (or right i think) on a cube off an edge you will partially go through it (though you sort of fixed that but still looks wierd)

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Hawkblood
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Posted: 29th Jul 2010 15:18
Do the same kind of check I made for the X axis movement.

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