In this lesson we:
Currently, we have a player who can jump while on the ground, and collide with walls. Changing direction from left and right is immediate and can happen in mid air. Lets define attributes of a more advenced platformer movement implementation:
We want to be careful while making our movement more realistic, that we do not make it too realistic. Not being able to slow down or turn in the air may be frustrating for gameplay.
Use while loops.
We have implemented moving platforms both vertically and horizontally to which the character should move with.
Move with underlying surface
There are two major ways to implement this feature.
Since in reality, it is the surface acting on the character, lets try to implement it that way.
In obj_moving_platform lets analyze our movement code:
CREATE
vspeed = 1
STEP