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Thread: Wobbly floor effect?

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    Wobbly floor effect?

    Using a static platform engine method, if a player is standing still, how can you make a player go up and down a wobbly floor surface effect? For example, if the floor goes up or down a certain number of pixels, my player object seems to have trouble maintaining itself on a wobbly floor/surface that goes up and down. The player gets pushed out of this floor instead of moving with it.

    Any ideas?

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    Re: Wobbly floor effect?

    I'm not sure what you mean by "wobbly floor". It sounds to me you're talking moving platforms...

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    Re: Wobbly floor effect?

    I thought about that, but it's still not working.

    Think of a wavy floor. Moving platforms are FLAT surfaces. Wavy floors are surfaces with many slopes, humps, or whatever you want to cal them.

    The other example is this. If a player was standing on a huge giant snake. and its body was moving around up and down. Have the player go up or down as to how the surface of the wavy floor is moving.

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    Re: Wobbly floor effect?

    Ahh so a bumpy floor?

    Could you use the overlapping backdrop event and maybe push the player up a few pixels? (set y position: Y(Player)+1) or something?

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    Re: Wobbly floor effect?

    Reminds me of the last level of Aladdin on the SNES...

    I don't understand where/how your movement pushes it.

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    Re: Wobbly floor effect?

    Well, I have a similar effect as for using slopes. But my slopes code doesn't seem to work if a surface is moved up a number of pixels once.

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    Re: Wobbly floor effect?

    Do it the same way you should be doing any platform:

    Every frame, move the the player as many pixels as the platform moved since the last frame. So what you need to do is:

    Record the position of the floor object before it moves.
    Then, AFTER the floor has been moved, have an event that says
    "if player_bottomdetector is overlapping the floor object, set Y position of player to ( Y(player) + (Y(floor) - lastY(floor)))"

    so your code might look like this:


    (this records the position of the floor before it is moved)
    *Always:
    =Set Value A of Floor to Y(floor)

    (this is just whatever your code is that makes the floor move up and down)
    *When floor shaking flag is on
    =Set Y Position of Floor to (452 + sin(timer) * 10)

    (this moves the player by the same amount)
    *If bottom_detector is overlapping floor
    =Set Y Position of Player to (Y(Player) + (Y(Floor) - Value A(Floor)))

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