Algorithmic Approach For The Platform Game
Algorithmic Approach For The Platform Game
Actors include:
1. Player
o Moves left or right based on key input.
o Affected by gravity.
o Can jump when pressing ArrowUp.
o Updates position while checking collisions.
o If collides with lava, game status changes to "lost".
2. Lava (Hazard)
o Moves horizontally (=) or vertically (|).
o If it reaches a wall, it reverses direction.
o Some lava objects reset to a starting position when they hit a wall (v).
o If player touches lava, the game ends ("lost").
3. Coin (Collectible)
o Coins slightly move up and down (wobble effect).
o When collected, it is removed from the level.
o If all coins are collected, game status changes to "won".
3. Manage the Game State
Stores:
o level → The current level layout.
o actors → All entities in the game (Player, Lava, Coins).
o status → Can be "playing", "lost", or "won".
Methods:
o update() → Updates all actors based on time elapsed.
o player() → Returns the Player object.
o If the player touches lava, change status to "lost".
o If no coins remain, change status to "won".
7. Implementation Steps
This structured plan helps you implement the game using your own syntax while maintaining
proper logic. You can adapt it to any programming style or game engine you prefer.
Algorithmic Approach for the Platform Game
Actors include:
1. Player
o Moves left or right based on key input.
o Affected by gravity.
o Can jump when pressing ArrowUp.
o Updates position while checking collisions.
o If collides with lava, game status changes to "lost".
o Movement is affected by acceleration and friction.
2. Lava (Hazard)
o Moves horizontally (=) or vertically (|).
o If it reaches a wall, it reverses direction.
o Some lava objects reset to a starting position when they hit a wall (v).
o If player touches lava, the game ends ("lost").
3. Coin (Collectible)
o Coins slightly move up and down (wobble effect) to create an animation.
o When collected, it is removed from the level.
o If all coins are collected, game status changes to "won".
o Uses a sine wave function to create smooth oscillation.
Stores:
o level → The current level layout.
o actors → All entities in the game (Player, Lava, Coins).
o status → Can be "playing", "lost", or "won".
Methods:
o update() → Updates all actors based on time elapsed.
o player() → Returns the Player object.
o If the player touches lava, change status to "lost".
o If no coins remain, change status to "won".
o Ensures smooth physics updates by handling time steps.
7. Implementation Steps
This structured plan helps you implement the game using your own syntax while maintaining
proper logic. You can adapt it to any programming style or game engine you prefer.