Subchapter 178.14
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A grid-based 2D platformer engine tutorial by Sebastien Benard (deepnight), the lead developer behind Dead Cells. This template covers the fundamental architecture for a performant platformer: a dual-coordinate positioning system that blends integer grid cells with sub-pixel precision, velocity and friction mechanics, gravity, and a robust collision detection and response system. The approach is language-agnostic but examples use Haxe.
Source references:
The engine is built around a grid-based world where each cell has a fixed pixel size (e.g., 16x16). Entities exist within this grid using a dual-coordinate system: integer cell coordinates for coarse position and floating-point ratios for sub-pixel precision within each cell. This design enables pixel-perfect collision detection against the grid while maintaining smooth, fluid movement.
cx, cy) plus how far into that cell it is (xr, yr).dx, dy) represent fractions of a cell per step, not raw pixels.The level is a 2D array where each cell is either empty or solid. A constant defines the cell size in pixels:
static inline var GRID = 16;Collision data is stored as a simple 2D boolean or integer map:
// Check if a grid cell is solid
function hasCollision(cx:Int, cy:Int):Bool {
// Look up cell value in the level data
return level.getCollision(cx, cy) != 0;
}Every entity tracks its position using four values:
| Variable | Type | Description |
|---|---|---|
cx | Int | Cell X coordinate (which column the entity is in) |
cy | Int | Cell Y coordinate (which row the entity is in) |
xr | Float | X ratio within the cell, range 0.0 to 1.0 |
yr | Float | Y ratio within the cell, range 0.0 to 1.0 |
An entity at cx=5, cy=3, xr=0.5, yr=1.0 is horizontally centered in cell (5,3) and sitting on the bottom edge.
To render the entity, convert grid coordinates to pixel positions:
// Pixel position for rendering
var pixelX : Float = (cx + xr) * GRID;
var pixelY : Float = (cy + yr) * GRID;This produces smooth, sub-pixel-precise positions for rendering even though the collision system operates on discrete grid cells.
Velocity is expressed in cell-ratio units per fixed-step (not pixels per frame):
var dx : Float = 0; // Horizontal velocity (cells per step)
var dy : Float = 0; // Vertical velocity (cells per step)Each fixed-step update, velocity is added to the ratio:
// Apply horizontal movement
xr += dx;
// Apply vertical movement
yr += dy;When the ratio exceeds the 0..1 range, the entity has moved into an adjacent cell:
// X overflow
while (xr > 1) { xr--; cx++; }
while (xr < 0) { xr++; cx--; }
// Y overflow
while (yr > 1) { yr--; cy++; }
while (yr < 0) { yr++; cy--; }Friction is applied as a multiplier each step, decaying velocity toward zero:
var frictX : Float = 0.82; // Horizontal friction (0 = instant stop, 1 = no friction)
var frictY : Float = 0.82; // Vertical friction
// Applied each step after movement
dx *= frictX;
dy *= frictY;
// Clamp very small values to zero
if (Math.abs(dx) < 0.0005) dx = 0;
if (Math.abs(dy) < 0.0005) dy = 0;Typical friction values:
0.82 – Standard ground friction (responsive, quick stop)0.94 – Ice or slippery surface (slow deceleration)0.96 – Air friction (very slow horizontal deceleration)Gravity is a constant added to dy each step:
static inline var GRAVITY = 0.05; // In cell-ratio units per step^2
// In fixedUpdate:
dy += GRAVITY;Since dy accumulates and friction is applied, the entity reaches a natural terminal velocity.
After the physics step, the sprite is placed at the computed pixel position:
// In postUpdate, after physics is done:
sprite.x = (cx + xr) * GRID;
sprite.y = (cy + yr) * GRID;For a platformer character, the anchor point is typically at the bottom-center of the sprite. With yr = 1.0 representing the bottom of the current cell, the sprite’s feet align with the floor.
class Entity {
// Grid coordinates
var cx : Int = 0;
var cy : Int = 0;
var xr : Float = 0.5;
var yr : Float = 1.0;
// Velocity
var dx : Float = 0;
var dy : Float = 0;
// Friction
var frictX : Float = 0.82;
var frictY : Float = 0.82;
// Gravity
static inline var GRAVITY = 0.05;
// Grid size
static inline var GRID = 16;
// Pixel position (computed)
public var attachX(get, never) : Float;
inline function get_attachX() return (cx + xr) * GRID;
public var attachY(get, never) : Float;
inline function get_attachY() return (cy + yr) * GRID;
public function fixedUpdate() {
// Gravity
dy += GRAVITY;
// Apply velocity
xr += dx;
yr += dy;
// Apply friction
dx *= frictX;
dy *= frictY;
// Clamp small values
if (Math.abs(dx) < 0.0005) dx = 0;
if (Math.abs(dy) < 0.0005) dy = 0;
// Cell overflow
while (xr > 1) { xr--; cx++; }
while (xr < 0) { xr++; cx--; }
while (yr > 1) { yr--; cy++; }
while (yr < 0) { yr++; cy--; }
}
public function postUpdate() {
sprite.x = attachX;
sprite.y = attachY;
}
}Instead of using bounding-box-to-bounding-box collision detection (which becomes complex with slopes, one-way platforms, and edge cases), this engine checks grid cells directly. Since the entity’s position is already expressed in grid terms, collision detection becomes a series of simple integer lookups.
Before allowing the entity to move into a neighboring cell, check if that cell is solid. If it is, clamp the entity’s ratio and zero out its velocity on that axis.
Collisions are handled per axis – first X, then Y (or vice versa). This simplifies the logic and avoids corner-case tunneling issues.
After applying dx to xr, before doing the cell-overflow step, check for collisions:
// Apply X movement
xr += dx;
// Check collision to the RIGHT
if (dx > 0 && hasCollision(cx + 1, cy) && xr >= 0.7) {
xr = 0.7; // Clamp: stop before entering the solid cell
dx = 0; // Kill horizontal velocity
}
// Check collision to the LEFT
if (dx < 0 && hasCollision(cx - 1, cy) && xr <= 0.3) {
xr = 0.3; // Clamp: stop before entering the solid cell
dx = 0; // Kill horizontal velocity
}
// Cell overflow (after collision check)
while (xr > 1) { xr--; cx++; }
while (xr < 0) { xr++; cx--; }Why 0.7 and 0.3? These thresholds represent the entity’s collision radius within a cell. An entity centered at xr = 0.5 with a half-width of 0.3 cells would collide at xr = 0.7 on the right side and xr = 0.3 on the left side. Adjust these values based on entity width.
Similarly, after applying dy to yr:
// Apply Y movement
yr += dy;
// Check collision BELOW (floor)
if (dy > 0 && hasCollision(cx, cy + 1) && yr >= 1.0) {
yr = 1.0; // Clamp: land on top of the solid cell
dy = 0; // Kill vertical velocity
}
// Check collision ABOVE (ceiling)
if (dy < 0 && hasCollision(cx, cy - 1) && yr <= 0.3) {
yr = 0.3; // Clamp: stop before entering ceiling cell
dy = 0; // Kill vertical velocity
}
// Cell overflow
while (yr > 1) { yr--; cy++; }
while (yr < 0) { yr++; cy--; }For floor collisions, yr = 1.0 means the entity sits exactly on the bottom edge of its current cell, which is the top edge of the cell below it. This is the natural “standing on ground” position.
To determine if the entity is standing on solid ground (for jump logic, animations, etc.):
function isOnGround() : Bool {
return hasCollision(cx, cy + 1) && yr >= 0.98;
}The threshold 0.98 instead of 1.0 allows for minor floating-point imprecision.
class Entity {
var cx : Int = 0;
var cy : Int = 0;
var xr : Float = 0.5;
var yr : Float = 1.0;
var dx : Float = 0;
var dy : Float = 0;
var frictX : Float = 0.82;
var frictY : Float = 0.82;
static inline var GRID = 16;
static inline var GRAVITY = 0.05;
// Collision radius (half-width in cell-ratio units)
var collRadius : Float = 0.3;
function hasCollision(testCx:Int, testCy:Int):Bool {
return level.isCollision(testCx, testCy);
}
function isOnGround():Bool {
return hasCollision(cx, cy + 1) && yr >= 0.98;
}
public function fixedUpdate() {
// --- Gravity ---
dy += GRAVITY;
// --- X Axis ---
xr += dx;
// Right collision
if (dx > 0 && hasCollision(cx + 1, cy) && xr >= 1.0 - collRadius) {
xr = 1.0 - collRadius;
dx = 0;
}
// Left collision
if (dx < 0 && hasCollision(cx - 1, cy) && xr <= collRadius) {
xr = collRadius;
dx = 0;
}
// X cell overflow
while (xr > 1) { xr--; cx++; }
while (xr < 0) { xr++; cx--; }
// --- Y Axis ---
yr += dy;
// Floor collision
if (dy > 0 && hasCollision(cx, cy + 1) && yr >= 1.0) {
yr = 1.0;
dy = 0;
}
// Ceiling collision
if (dy < 0 && hasCollision(cx, cy - 1) && yr <= collRadius) {
yr = collRadius;
dy = 0;
}
// Y cell overflow
while (yr > 1) { yr--; cy++; }
while (yr < 0) { yr++; cy--; }
// --- Friction ---
dx *= frictX;
dy *= frictY;
if (Math.abs(dx) < 0.0005) dx = 0;
if (Math.abs(dy) < 0.0005) dy = 0;
}
public function postUpdate() {
sprite.x = (cx + xr) * GRID;
sprite.y = (cy + yr) * GRID;
}
}Because collisions are checked per-axis in sequence, an entity moving diagonally into a corner naturally resolves against one axis first. This prevents the entity from getting stuck in corners and eliminates the need for complex diagonal collision logic.
If dx or dy is large enough to skip an entire cell in one step, the entity could “tunnel” through walls. Solutions:
dx and dy to a maximum of 0.5 (half a cell per step)// Simple velocity cap
if (dx > 0.5) dx = 0.5;
if (dx < -0.5) dx = -0.5;
if (dy > 0.5) dy = 0.5;
if (dy < -0.5) dy = -0.5;Platforms the entity can jump up through but land on from above:
// In Y collision, check for one-way platform
if (dy > 0 && isOneWayPlatform(cx, cy + 1) && yr >= 1.0 && prevYr < 1.0) {
yr = 1.0;
dy = 0;
}Key: Only collide when the entity is moving downward (dy > 0) and was previously above the platform (prevYr < 1.0).
For basic slope support, instead of a binary collision check, query the slope height at the entity’s x-position within the cell:
// Pseudocode for slope collision
var slopeHeight = getSlopeHeight(cx, cy + 1, xr);
if (yr >= slopeHeight) {
yr = slopeHeight;
dy = 0;
}Jumping is simply a negative dy impulse:
function jump() {
if (isOnGround()) {
dy = -0.5; // Jump impulse (in cell-ratio units)
}
}Gravity naturally decelerates the upward motion, creating a parabolic arc. To allow variable-height jumps (holding the button longer = higher jump):
// On jump button release, reduce upward velocity
function onJumpRelease() {
if (dy < 0) {
dy *= 0.5; // Cut remaining upward velocity
}
} Cell (cx, cy) Next Cell (cx+1, cy)
+-------------------+ +-------------------+
| | | |
| xr=0.0 xr=1.0 --> | xr=0.0 |
| | | |
| * | | |
| (xr=0.5, | | |
| yr=0.5) | | |
| | | |
+-------------------+ +-------------------+
yr=0.0 yr=1.0 = top of cell below
Pixel position = (cx + xr) * GRID, (cy + yr) * GRIDfixedUpdate():
1. Apply gravity dy += GRAVITY
2. Apply X velocity xr += dx
3. Check X collisions Clamp xr, zero dx if colliding
4. Handle X cell overflow cx/xr normalization
5. Apply Y velocity yr += dy
6. Check Y collisions Clamp yr, zero dy if colliding
7. Handle Y cell overflow cy/yr normalization
8. Apply friction dx *= frictX, dy *= frictY
9. Zero out tiny values Threshold check
postUpdate():
1. Sync sprite position sprite.x/y = pixel coords
2. Update animation Based on state/velocity
3. Camera follow Track entity| Feature | Benefit |
|---|---|
| Grid-based collision | O(1) lookup per check, no broad-phase needed |
| Dual coordinates | Sub-pixel smooth rendering with integer collision |
| Per-axis collision | Simple logic, naturally handles corners |
| Ratio-based velocity | Resolution-independent movement |
| Friction multiplier | Tunable feel per surface type |
| Cell overflow while-loops | Handles multi-cell movement safely |