Tutorial 3 — A platform game: level, collisions, camera
A level written as lines
To start with, a level is written directly in the code: one character per 16 × 16 pixel tile.
private const LEVEL = [
'..........................C.C.C.........',
'.........................=======........',
'...P....................................',
'#########............C......######......',
'#########..........#####...########.....',
'########################################',
];
$this->map = ArrayLoader::fromRows(self::LEVEL,
legend: ['#' => 1, '=' => 2, '/' => 3, '\\' => 4], // the tiles
objects: ['P' => 'start', 'C' => 'coin'], // objects placed in the level
tileWidth: 16, tileset: 'generated:tiles');
$tileset = $this->map->tilesets[0];
$tileset->masks[1] = CollisionMask::oneWay(); // '=': you can jump through it from below
$tileset->masks[2] = CollisionMask::slope(16, 16, 1, 16); // '/': a slope
When the game grows, draw the levels with Tiled:
TiledJsonLoader::load($this->engine->config->path('assets/maps/level1.tmj')).
Collisions
Inject the services in the scene's constructor (they are provided automatically):
public function __construct(
private TileMapRenderer $tiles,
private CollisionSystem $collisions,
private EntityManager $entities,
) {
}
Every frame, set the velocity, then move with the collision system: it advances pixel by pixel, stops at
walls, lands on the ground, climbs slopes and fills in $player->onGround.
$this->player->control($move, $jump, $held, $dt);
$this->player->update($dt);
$this->collisions->move($this->player, $this->map, $dt);
Falling out of the level: $this->collisions->on('fell', fn () => $this->respawn()); (in enter(), after
$this->collisions->removeAllListeners()).
Coins
The level's objects become entities:
$this->entities->clear();
$this->entities->register('coin', Coin::class);
$this->entities->spawnFromMap($this->map);
// in update():
$this->entities->update($dt, $this->camera);
foreach ($this->entities->overlapping($this->player->getBoundingBox()) as $entity) {
if ($entity instanceof Coin) {
$entity->kill(); // removed automatically
$this->coins++;
$this->sound()->playSfx('coin');
}
}
The camera
$this->camera = new Camera($this->width(), $this->height());
$this->camera->setBounds(0, 0, $this->map->pixelWidth(), $this->map->pixelHeight());
$this->camera->follow($this->player, 0.15, 0.3); // a dead zone in the middle of the screen
// update(): $this->camera->update($dt);
// render(): draw everything offset by the camera
$cx = $this->camera->getX();
$cy = $this->camera->getY();
$this->tiles->renderBackground($r, $this->map, $cx, $cy, $this->time);
$this->entities->render($r, $this->camera);
$this->player->render($r, $cx, $cy);
$this->tiles->renderForeground($r, $this->map, $cx, $cy, $this->time);
$this->camera->shake(4, 0.3) shakes the screen. The complete game is the JumPHP skeleton
(src/Scene/PlayScene.php): bin/jumphp new my-game gives it to you, ready to modify.