Okay, let's start building the foundation for your cyberpunk platformer game using p5.js. We'll begin with the basic setup, including the player character, simple movement, gravity, and a platform.
This sets up the basic HTML page, includes p5.js, and provides a starting sketch.js file. The sketch includes:
Player class with position, velocity, size, gravity application, movement, and jumping.Platform class.You can run this code. Use the 'A' and 'D' keys to move left and right, and 'W' or 'Space' to jump.*
Okay, let's modify the draw() function to make the camera follow the player horizontally. We'll use the translate() function to shift the drawing origin based on the player's position.
Key changes:
camX to store the camera's horizontal translation.translate() in draw():
targetCamX to center the player (width / 2 - player.pos.x).lerp(camX, targetCamX, 0.1) to smoothly move the camera towards the target position. You can adjust the 0.1 value (between 0 and 1) to change the camera's follow speed (smaller is slower/smoother, larger is faster/snappier).translate(camX, 0) before drawing the game world elements (grid, platforms, player).push() and pop() to isolate the translation effect, ensuring any UI drawn later isn't affected.camX), ensuring it covers the visible screen area as the camera moves.worldMinX and worldMaxX properties to the Player and used constrain() in the move method to prevent the player from moving infinitely off-screen (based on the wide ground platform).Now, when you run the code, the camera should smoothly follow the player horizontally as you move left and right.
Okay, let's adjust the player's starting position to be on a specific platform and make the camera follow animation smoother by reducing the lerp factor.
We'll make the player spawn on the first floating platform we created.
Changes Made:
setup() so we can reference them.platforms[1] (the first floating platform) as the spawn point.playerStartX to center the player horizontally on this platform.playerStartY to place the player's bottom edge exactly on the platform's top edge.Player with these calculated coordinates.camX in setup() based on the player's starting position to avoid an initial jump.CAMERA_LERP_FACTOR set to 0.05 (you can adjust this value) and used it in the lerp() function in draw() for a slower, smoother camera follow.worldMinX and worldMaxX in the Player constructor to correctly reference the ground platform (platforms[0]) after the platform array is populated.Now the player will start centered on the first floating platform, and the camera will follow more slowly and smoothly.