JIT
Cyberpunk Platformer p5.js Game
Develop an interactive cyberpunk-themed platformer game using p5.js. The game should feature futuristic cityscapes, neon lights, and high-tech elements, with fluid character animations and dynamic platform mechanics. Include obstacles, enemies, and power-ups that challenge the player. Implement smooth controls for jumping, running, and interacting with the environment. The game should have engaging visuals, ambient sounds, and a storyline that immerses the player in a dystopian cyberpunk world.

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:

  • A Player class with position, velocity, size, gravity application, movement, and jumping.
  • A Platform class.
  • Basic keyboard input handling for movement (A/D) and jumping (W/Space).
  • Simple collision detection between the player and platforms (landing on top).
  • A basic neon grid background and cyberpunk-themed colors for the player and platforms.

You can run this code. Use the 'A' and 'D' keys to move left and right, and 'W' or 'Space' to jump.*

Updated files
v1
make the camera follow the player

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:

  1. Camera Variable: Introduced camX to store the camera's horizontal translation.
  2. Wider Ground: Made the initial ground platform much wider to allow for scrolling.
  3. Added Platforms: Added a couple more platforms further left and right.
  4. translate() in draw():
    • Calculated the targetCamX to center the player (width / 2 - player.pos.x).
    • Used 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).
    • Applied translate(camX, 0) before drawing the game world elements (grid, platforms, player).
    • Used push() and pop() to isolate the translation effect, ensuring any UI drawn later isn't affected.
  5. Scrolling Grid: Modified the grid drawing logic to account for the camera's position (camX), ensuring it covers the visible screen area as the camera moves.
  6. Player World Bounds: Added basic 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).
  7. Improved Collision: Slightly refined the platform collision check to be more robust, specifically checking if the player was above the platform in the previous frame before snapping them on top.

Now, when you run the code, the camera should smoothly follow the player horizontally as you move left and right.

Updated files
v2
make the player always spawn in a platform and make camera follows the player in a slow smooth animation way

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:

  1. Platform Definition Order: Platforms are now defined before the player in setup() so we can reference them.
  2. Player Spawn Logic:
    • Selected platforms[1] (the first floating platform) as the spawn point.
    • Calculated playerStartX to center the player horizontally on this platform.
    • Calculated playerStartY to place the player's bottom edge exactly on the platform's top edge.
    • Instantiated the Player with these calculated coordinates.
  3. Initial Camera Position: Set the initial camX in setup() based on the player's starting position to avoid an initial jump.
  4. Camera Lerp Factor: Created a constant 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.
  5. World Bounds Update: Updated 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.

Updated files
v3