Hi there.
I’ve searched the forum for an answer to this little problem, but haven’t found it before, so I’m guessing it’s just me so far.
I completed Step 7 and the game runs perfectly at that point. it’s after applying the changes in Step 8 that I run into difficulty. Step 7 deals with the death of the hero and respawns him on the screen and Step 8 is supposed to reset the level to make it safe for the hero to respawn.
The tutorial instructs me to make a few changes to the code in the Controller, Platform and Hero scripts. But it isn’t very clear about where exactly to apply those changes. I think I put them in the right places but it’s more likely that I haven’t. The result of my work is that the hero no longer respawns and the level doesn’t reset (the platforms keep coming).
I’ll post my code below for scrutiny
controller.script
go.property("speed", 6)
local grid = 460
local platform_heights = { 100, 200, 350 }
function init(self)
msg.post("ground/controller#script", "set_speed", { speed = self.speed })
self.gridw = 0
self.spawns = {}
end
function update(self, dt)
self.gridw = self.gridw + self.speed
if self.gridw >= grid then
self.gridw = 0
-- Maybe spawn a platform at random height
if math.random() > 0.2 then
local h = platform_heights[math.random(#platform_heights)]
local f = "#platform_factory"
if math.random() > 0.5 then
f = "#platform_long_factory"
end
local p = factory.create(f, vmath.vector3(1600, h, 0), nil, {}, 0.6)
msg.post(p, "set_speed", { speed = self.speed })
table.insert(self.spawns, p)
end
end
end
function on_message(self, message_id, message, sender)
if message_id == hash("reset") then
-- Tell the hero to reset.
msg.post("hero#script", "reset")
-- Delete all platforms
for i,p in ipairs(self.spawns) do
go.delete(p)
end
self.spawns = {}
elseif message_id == hash("delete_spawn") then
for i,p in ipairs(self.spawns) do
if p == message.id then
table.remove(self.spawns, i)
go.delete(p)
end
end
end
end
platform.script
function init(self)
self.speed = 9 -- Default speed
end
function update(self, dt)
local pos = go.get_position()
if pos.x < -500 then
msg.post("/level/controller#script", "delete_spawn", { id = go.get_id() })
end
pos.x = pos.x - self.speed
go.set_position(pos)
end
function on_message(self, message_id, message, sender)
if message_id == hash("set_speed") then
self.speed = message.speed
end
end
hero.script
local function play_animation(self, anim)
-- only play animations which are not already playing
if self.anim ~= anim then
-- tell the spine model to play the animation
spine.play("#spinemodel", anim, go.PLAYBACK_LOOP_FORWARD, 0.15)
-- remember which animation is playing
self.anim = anim
end
end
local function update_animation(self)
-- make sure the right animation is playing
if self.ground_contact then
play_animation(self, hash("run_right"))
else
if self.velocity.y > 0 then
play_animation(self, hash("jump_right"))
else
play_animation(self, hash("fall_right"))
end
end
end
-- gravity pulling the player down in pixel units/sˆ2
local gravity = -20
-- take-off speed when jumping in pixel units/s
local jump_takeoff_speed = 900
function init(self)
-- this tells the engine to send input to on_input() in this script
msg.post(".", "acquire_input_focus")
-- save the starting position
self.position = go.get_position()
msg.post(".", "reset")
end
function final(self)
-- Return input focus when the object is deleted
msg.post(".", "release_input_focus")
end
function update(self, dt)
local gravity = vmath.vector3(0, gravity, 0)
if not self.ground_contact then
-- Apply gravity if there's no ground contact
self.velocity = self.velocity + gravity
end
-- apply velocity to the player character
go.set_position(go.get_position() + self.velocity * dt)
update_animation(self)
-- reset volatile state
self.correction = vmath.vector3()
self.ground_contact = false
end
local function handle_geometry_contact(self, normal, distance)
-- project the correction vector onto the contact normal
-- (the correction vector is the 0-vector for the first contact point)
local proj = vmath.dot(self.correction, normal)
-- calculate the compensation we need to make for this contact point
local comp = (distance - proj) * normal
-- add it to the correction vector
self.correction = self.correction + comp
-- apply the compensation to the player character
go.set_position(go.get_position() + comp)
-- check if the normal points enough up to consider the player standing on the ground
-- (0.7 is roughly equal to 45 degrees deviation from pure vertical direction)
if normal.y > 0.7 then
self.ground_contact = true
end
-- project the velocity onto the normal
proj = vmath.dot(self.velocity, normal)
-- if the projection is negative, it means that some of the velocity points towards the contact point
if proj < 0 then
-- remove that component in that case
self.velocity = self.velocity - proj * normal
end
end
function on_message(self, message_id, message, sender)
if message_id == hash("contact_point_response") then
-- check if we received a contact point message. One message for each contact point
if message.group == hash("geometry") then
handle_geometry_contact(self, message.normal, message.distance)
end
end
end
local function jump(self)
-- only allow jump from ground
if self.ground_contact then
-- set take-off speed
self.velocity.y = jump_takeoff_speed
end
end
local function abort_jump(self)
-- cut the jump short if we are still going up
if self.velocity.y > 0 then
-- scale down the upwards speed
self.velocity.y = self.velocity.y * 0.5
end
end
function on_input(self, action_id, action)
if action_id == hash("jump") or action_id == hash("touch") then
if action.pressed then
jump(self)
elseif action.released then
abort_jump(self)
end
end
end
function on_message(self, message_id, message, sender)
if message_id == hash("reset") then
self.velocity = vmath.vector3(0, 0, 0)
self.correction = vmath.vector3()
self.ground_contact = false
self.anim = nil
go.set(".", "euler.z", 0)
go.set_position(self.position)
msg.post("#collisionobject", "enable")
elseif message_id == hash("contact_point_response") then
-- check if we received a contact point message
if message.group == hash("danger") then
-- Die and restart
play_animation(self, hash("die_right"))
msg.post("#collisionobject", "disable")
go.animate(".", "euler.z", go.PLAYBACK_ONCE_FORWARD, 160, go.EASING_LINEAR, 0.7)
go.animate(".", "position.y", go.PLAYBACK_ONCE_FORWARD, go.get_position().y - 200, go.EASING_INSINE, 0.5, 0.2,
function()
msg.post("controller#script", "reset")
end)
elseif message.group == hash("geometry") then
handle_geometry_contact(self, message.normal, message.distance)
end
end
end