Hi everyone. I'm wanting to make a third game in the "Eric" series, there's Castle Conquer, Eric in Monsterland (soon) and after that, "Eric goes to Egypt" ... now, I want Eric to be able to jump up to another platform instead of him being always fastened to the floor except when he jumps.
Let's assume, Eric's pixel position is set to 135 .. so Variable MX = 135
There's a platform for him to jump onto - it's set at say position 112 (character position 14 for the tiles) ... how would I work it so that it checks whether there's anything for him to jump onto, during the jump routine?
My jump routines are fairly simple, they are literally
MA= eric's character
LEV = whatever screen he's on
IF player jumps then goto 4100
2110 CALL SPRITE(#1,MA,16,MX,MY,#2 whatever monsters are here ) :: RETURN
2120 stuff for screen 2
2130 stuff for screen 3
4100 MA=64::FOR L=1 TO 3 :: MX=MX-4 :: MY=MY+3 :: GOSUB 8000 :: NEXT L
4110 FOR L=1 TO 2 :: MX=MX-3 :: MY=MY+3 :: GOSUB 8000 :: NEXT L
4120 FOR L=1 TO 2 :: MX=MX-2 :: MY=MY+1 :: GOSUB 8000 :: NEXT L::MA=68
4130 FOR L=1 TO 2 :: MX=MX+2 :: MY=MY+1 :: GOSUB 8000 :: NEXT L
4140 FOR L=1 TO 2 :: MX=MX+3:: MY=MY+3 :: GOSUB 8000 :: NEXT L
4150 FOR L=1 TO 3 :: MX=MX+4 :: MY=MY+3 :: GOSUB 8000 :: NEXT L::MA=60
8000 CALL COINC(ALL,C) :: IF C=-1 THEN 9000
8010 GOSUB 8100 :: CALL LINK("DELAY",80) :: RETURN
8100 ON LEV GOSUB 2110,2120,2130 and so on
8110 CALL LINK("SCPXLF",184,4,1)::CALL LINK("SCPXLF",200,4,1) (this does the water scroll, it's always active whether water is there or not in order to maintain a steady speed and not go up n down all over the place )
.... what would I do to check if there's a platform anywhere? This sort of code would have to be entirely re-written? Any help would be great if I can understand it.