Tileset into level

Tilebased levels are very common in 2D games. It makes it easier for the artist to
create the looks, and it's easier to make levels in general. You can use multiple images as tiles,
or you can use only 1 tileset. That last one is a more proper way, and I'm going to show you how to do it. **Read more >>**

Language/Framework

```
public Level ()
{
this.imgTileset = contentTileset;
// We want to setup the rectangles here.
for (int i = 0; i < this.map.Length; i++) {
dataRectangle [i] = new Rectangle (this.tsMargin + (j % this.tsCols) * (this.tileWidth + this.tsMargin),
this.tsMargin + (int)Math.Floor((double)(j / this.tsRows)) * (this.tileHeight + this.tsMargin)
this.tileWidth,this.tileHeight);
}
}
```

Slopes in a platformer

Instead of using a library, I decided to create my own platformer mechanics.
This way I can understand what is actually going on, and I learn a lot from it. All of it was basic
rectangle colliison, but I decided to include slopes as well. The slopes were the tricky part, but I managed
pull it off. **Read more >>**

Language/Framework

```
function checkSlope(i,x,y,w,h,tX,tY)
local tW = Level.solid.tileWidth
local tH = Level.solid.tileHeight
if (x+w>=tX-tW/2 and x+w<=tX+tW/2) then
if (i==2) then
if (y+h >= (tY+tH/6) - ((x+w)-(tX-tW/2))/3) then
overlap = y+h - ((tY+tH/6) - ((x+w)-(tX-tW/2))/3)
hit = true
end
end
end
return hit
end
```

Matrix numbers

If you don't have a lot to work with, try to be creative! Here I made matrix-style numbers in the console with basic C++ knowledge.**Read more >>**

Language/Framework

```
while(true){
//Place the cursor at the start of the console
COORD cur = {0, 0};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), cur);
//Timer update
timer += 1;
//Reset string
numberstring = "";
for (int j = 0; j < 24; j++)
{
for (int i = 0; i < 39; i++)
{
//Check if the line can move.
if (timer % delay[i]==0){
//If it's the first line, create a new random character.
if (j == 0){
valueholder[j][i] = matrixChars[j][i];
character = charlist[rand() % 62];
matrixChars[j][i] = character;
```

Pendulum movement

Pendulum movement learned me a lot. It made me understand the concept of sine and cosine a lot better.
It's the trick to understand sine and cosine, and to use them the right way. Here I explain the concept step for step.
**Read more >>**

Language/Framework

```
function weight:update(dt)
self.pendulum:update(dt)
self.velocity = self.velocity + dt * (self.grav * self.pendulum.cos)
self.xPos = self.xPos + dt*(self.velocity*-self.pendulum.sin)
self.yPos = self.yPos + dt*(self.velocity*self.pendulum.cos)
local dx,dy = self.xPos-self.pendulum.xStart, self.yPos-self.pendulum.yStart
local currentLength = math.sqrt(dx^2+dy^2)
local correctionFactor = currentLength/self.pendulum.length
self.xPos = self.pendulum.xStart + dx / correctionFactor
self.yPos = self.pendulum.yStart + dy / correctionFactor
end
function pendulum:update(dt)
self.xEnd, self.yEnd = self.parent.xPos, self.parent.yPos
self.radian = math.atan2(self.xStart-self.xEnd,self.yStart-self.yEnd)
self.sin = math.sin(self.radian)
self.cos = math.cos(self.radian)
self.length = math.sqrt((self.xStart-self.xEnd)^2 + (self.yStart-self.yEnd)^2)
end
```

© 2013 Daniël Haazen