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Simple platformer with Litecanvas + Utils
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| litecanvas({ | |
| width: 320, | |
| autoscale: false | |
| }) | |
| const J = 340 // jump force | |
| const G = 550 // gravity | |
| const TS = 32 // tile size | |
| const p = { | |
| pos: vec(32,0), | |
| v: vec(), | |
| a: vec(), | |
| c: 5, | |
| grounded: false | |
| } | |
| const tiles = tilemap(` | |
| #......... | |
| #......... | |
| #........# | |
| #........# | |
| #...#....# | |
| ###.#....# | |
| #...#.#..# | |
| #..##.#### | |
| #...#....# | |
| ########## | |
| `) | |
| // Art Code: 8x8/# 5 5 5 5 5 5 # 5 5 5 5 5 5 5 5 5 5 0 5 5 0 5 5 5 5 0 5 5 0 5 5 5 5 5 5 5 5 5 5 5 0 5 5 5 5 0 5 5 5 0 0 0 0 5 5 # 5 5 5 5 5 5 # | |
| const player = paint(8, 8, () => spr(0, 0, 8, 8, | |
| ` | |
| .555555. | |
| 55555555 | |
| 55055055 | |
| 55055055 | |
| 55555555 | |
| 50555505 | |
| 55000055 | |
| .555555. | |
| ` | |
| ), { | |
| scale: 4 | |
| }) | |
| function init() { | |
| console.clear() | |
| volume(0.1) | |
| console.log(tiles) | |
| } | |
| function update(dt) { | |
| p.v.x = 250*(iskeydown('d')-iskeydown('a')) | |
| if (p.grounded && iskeypressed('space')) { | |
| p.v.y = -J | |
| p.grounded = false | |
| sfx([,,392,,.03,.12,1,3.6,,69,,,,,,,,.95,.1]) | |
| } | |
| if (p.v.y > 0) { | |
| p.a.y = G * 1.5 | |
| } else { | |
| p.a.y = G | |
| } | |
| p.v.y += p.a.y * dt | |
| p.pos.y += p.v.y * dt | |
| p.grounded = false | |
| for (let tile of tiles) { | |
| if ( | |
| colrect( | |
| p.pos.x, p.pos.y+1, TS, TS, | |
| ...tile | |
| ) | |
| ) { | |
| const {dir, x, y} = resolverect( | |
| p.pos.x, p.pos.y, TS, TS, | |
| ...tile | |
| ) | |
| p.pos.y = y | |
| p.v.y = 0 | |
| if ( dir === 'bottom') { | |
| if (dir === 'bottom') { | |
| p.grounded = true | |
| } | |
| } | |
| } | |
| } | |
| p.v.x += p.a.x * dt | |
| p.pos.x += p.v.x *dt | |
| for (let tile of tiles) { | |
| if ( | |
| colrect( | |
| p.pos.x, p.pos.y+1, TS, TS, | |
| ...tile | |
| ) | |
| ) { | |
| const {dir, x, y} = resolverect( | |
| p.pos.x, p.pos.y, TS, TS, | |
| ...tile | |
| ) | |
| p.pos.x = x | |
| } | |
| } | |
| } | |
| function draw() { | |
| cls(0) | |
| image(p.pos.x, p.pos.y, player) | |
| for (let tile of tiles) { | |
| rectfill(...tile, 10) | |
| } | |
| } | |
| function tilemap(map) { | |
| map = map.trim().split('\n').map((s) => s.trim()) | |
| const tiles = [] | |
| for (let y = 0; y < map.length; y++) { | |
| for (let x = 0; x < map[y].length; x++) { | |
| const tile = map[y][x] | |
| if ('#' === tile) { | |
| tiles.push([x*TS, y*TS, TS, TS]) | |
| } | |
| } | |
| } | |
| return tiles | |
| } |
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