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[Tile Collision Script] Game Maker 2 using tileset for collisions (i take no creadit) #gml #gms2
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// movement variables | |
velocity = [0, 0]; | |
new_gravity = 1.5; | |
jumpspeed = 28; | |
max_velocity = [8, 32]; | |
acceleration = 2.1; | |
// get the tile map id | |
var _layer_id = layer_get_id("CollisionTiles"); | |
collision_tile_map_id = layer_tilemap_get_id(_layer_id); |
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///@param tile_map_id | |
///@param tile_size | |
///@param velocity_array | |
var _tile_map_id = argument0; | |
var _tile_size = argument1; | |
var _velocity = argument2; | |
// for the velocity array | |
var _vector2_x = 0; | |
var _vector2_y = 1; | |
// move horizontal | |
x += _velocity[_vector2_x]; | |
// right and left collision | |
if _velocity[_vector2_x] > 0 | |
{ | |
var _tile_right = tile_collide_at_points(_tile_map_id, [bbox_right - 1, bbox_top], [bbox_right -1, bbox_bottom - 1]); | |
if _tile_right | |
{ | |
x = bbox_right & ~ (_tile_size - 1); | |
x -= bbox_right - x; | |
_velocity[@ _vector2_x] = 0; | |
} | |
}else{ | |
var _tile_left = tile_collide_at_points(_tile_map_id, [bbox_left, bbox_top], [bbox_left, bbox_bottom - 1]); | |
if _tile_left | |
{ | |
x = bbox_left & ~ (_tile_size - 1); | |
x += _tile_size + x - bbox_left; | |
_velocity[@ _vector2_x] = 0; | |
} | |
} | |
// move vertical | |
y += _velocity[_vector2_y]; | |
// down and up collision | |
if _velocity[_vector2_y] > 0 | |
{ | |
var _tile_bottom = tile_collide_at_points(_tile_map_id, [bbox_left, bbox_bottom - 1], [bbox_right - 1, bbox_bottom - 1]); | |
if _tile_bottom | |
{ | |
y = bbox_bottom & ~ (_tile_size - 1); | |
y -= bbox_bottom - y; | |
_velocity[@ _vector2_y] = 0; | |
} | |
}else{ | |
var _tile_top = tile_collide_at_points(_tile_map_id, [bbox_left, bbox_top], [bbox_right - 1, bbox_top]); | |
if _tile_top | |
{ | |
y = bbox_top & ~ (_tile_size - 1); | |
y += _tile_size + y - bbox_top; | |
_velocity[@ _vector2_y] = 0; | |
} | |
} |
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// get the input | |
var _x_input = (keyboard_check(vk_right) - keyboard_check(vk_left)) * acceleration; | |
// vector variables | |
var _vector2_x = 0; | |
var _vector2_y = 1; | |
// horizantal movement | |
velocity[_vector2_x] = clamp(velocity[_vector2_x] + _x_input, -max_velocity[_vector2_x], max_velocity[_vector2_x]); | |
// friction | |
if _x_input == 0 | |
{ | |
velocity[_vector2_x] = lerp(velocity[_vector2_x], 0, 0.2); | |
} | |
// gravity | |
velocity[_vector2_y] += new_gravity; | |
// move and collide | |
move_and_contact_tiles(collision_tile_map_id, 64, velocity); | |
// jumping | |
var _on_ground = tile_collide_at_points(collision_tile_map_id, [bbox_left, bbox_bottom], [bbox_right - 1, bbox_bottom]); | |
if _on_ground | |
{ | |
// jumping | |
if keyboard_check_pressed(vk_up) | |
{ | |
velocity[_vector2_y] = -jumpspeed; | |
} | |
} else { | |
// control jump height | |
if keyboard_check_released(vk_up) && velocity[_vector2_y] <= (jumpspeed/3) | |
{ | |
velocity[_vector2_y] = -(jumpspeed/3); | |
} | |
} |
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///@param tile_map_id | |
///@param point_arrays... | |
var _tile_map_id = argument[0]; | |
// found variable | |
var _found = false; | |
// for the point arrays | |
var _vector2_x = 0; | |
var _vector2_y = 1; | |
// loop to check for tile | |
for (var i = 1; i < argument_count; i++) | |
{ | |
var _point = argument[i]; | |
_found = _found || tilemap_get_at_pixel(_tile_map_id, _point[_vector2_x], _point[_vector2_y]); | |
} | |
//return found | |
return _found; |
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