Workshop › Mario-style Platformer › Step 31 of 37

Stomp!

What we are doing

Touching an enemy has two outcomes, and the difference is only direction. Coming down onto its head is a stomp: the enemy is squashed and the player bounces up. Anything else hurts. The rule is forgiving: falling, with the feet still in the top half of the enemy.

```js
  if (line[col] === 'e') enemies.push({ x: x + 2, y: y + 4, w: 28, h: 28, vx: 0, vy: 0, dir: -1, alive: true })

if (!enemy.alive || !overlaps(player, enemy)) continue
// A stomp: falling, with the feet still in the top half of the enemy. Anything else is a hit.
const stomp = player.vy > 0 && player.y + player.h < enemy.y + enemy.h / 2
if (stomp) {
  enemy.alive = false
  player.vy = JUMP * 0.6
} else {
  die()
  return
}
```

What it means

Your turn

  1. In loadLevel, add alive: true to the enemy.
  2. In update, replace the three lines inside the enemy loop with the new ones.

Skills: Collision detection, Game states

All steps

  1. The sky
  2. A level made of text
  3. Draw the tiles
  4. What is solid?
  5. Is a box touching anything?
  6. Find the start
  7. Draw the player
  8. Gravity
  9. Landing on tiles
  10. Which keys are held?
  11. Speed up
  12. Friction
  13. Walls
  14. Jump
  15. Bump your head
  16. Short hops
  17. A few frames of grace
  18. Coyote time
  19. A camera that follows
  20. Stop at the ends
  21. Draw only what is on screen
  22. Coins
  23. Collect them
  24. Count, and screen versus world
  25. Enemies
  26. Enemies that walk
  27. Do not walk off ledges
  28. Lives and a fresh start
  29. Falling into a pit
  30. Enemies hurt
  31. Stomp!
  32. Squashed enemies are gone
  33. Game over
  34. Play again
  35. The flag
  36. Reach the flag
  37. Build it yourself: jump buffering