Portal game glitch - teleportation loop between portals
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🌀 Stuck in portal teleportation loops? Player bouncing between portals endlessly? 🚀 Get Help Now
PortalDev_Oscar
Posted on July 10, 2024 • Intermediate
🌀 Portal teleportation driving me crazy!
I’m making a portal game, but I’ve got this really annoying glitch that’s breaking the whole experience! 😤
Here’s what happens:
- 🟠 I jump into the orange portal
- 📍 I get teleported below the blue portal (with same Y momentum)
- 🔵 Since I’m below it, I immediately go into the blue portal
- 🔄 Then I come out on top of the orange portal
- ⬇️ Gravity makes me fall through that portal again
- 🔁 BOOM! Back to blue portal - infinite loop!
I should land in the same spot as when I jumped, but instead I end up in the opposite place. The momentum and positioning is all messed up! 🤯
Has anyone dealt with portal physics before? I really need help fixing this teleportation loop! 🙏
PortalMaster_Dev
Replied 45 minutes later • ⭐ Best Answer
Classic portal loop issue @PortalDev_Oscar! This happens because of improper teleportation timing and momentum handling. Here’s the complete fix:
🔍 Portal Loop Problem Analysis
🛠️ Complete Portal System Solution
Here’s a robust portal system that prevents all loop issues:
// Variables needed (all for this sprite only): // portal_cooldown, last_portal_used, x_velocity, y_velocity // orange_portal_x, orange_portal_y, blue_portal_x, blue_portal_y when flag clicked set [portal_cooldown v] to [0] set [last_portal_used v] to [none] set [x_velocity v] to [0] set [y_velocity v] to [0]
🎯 Step 1: Safe Portal Detection
Only detect portals when cooldown is finished:
// Portal detection with cooldown define check portal collision if <(portal_cooldown) = [0]> then // Check orange portal if <<touching [orange_portal v]?> and <not <(last_portal_used) = [orange]>>> then teleport to blue portal end // Check blue portal if <<touching [blue_portal v]?> and <not <(last_portal_used) = [blue]>>> then teleport to orange portal end else // Reduce cooldown change [portal_cooldown v] by (-1) end
🌀 Step 2: Proper Teleportation Logic
Teleport with safe positioning and momentum preservation:
// Teleport to blue portal define teleport to blue portal // Store current momentum set [temp_x_vel v] to (x_velocity) set [temp_y_vel v] to (y_velocity) // Calculate safe exit position (offset from portal center) set [exit_x v] to ((blue_portal_x) + (0)) set [exit_y v] to ((blue_portal_y) + (30)) // 30 pixels above portal // Teleport player go to x: (exit_x) y: (exit_y) // Restore momentum set [x_velocity v] to (temp_x_vel) set [y_velocity v] to (temp_y_vel) // Set cooldown and last portal set [portal_cooldown v] to [15] // 15 frames = 0.5 seconds set [last_portal_used v] to [blue] // Portal sound effect play sound [portal v]
// Teleport to orange portal define teleport to orange portal // Store current momentum set [temp_x_vel v] to (x_velocity) set [temp_y_vel v] to (y_velocity) // Calculate safe exit position set [exit_x v] to ((orange_portal_x) + (0)) set [exit_y v] to ((orange_portal_y) + (30)) // 30 pixels above portal // Teleport player go to x: (exit_x) y: (exit_y) // Restore momentum set [x_velocity v] to (temp_x_vel) set [y_velocity v] to (temp_y_vel) // Set cooldown and last portal set [portal_cooldown v] to [15] set [last_portal_used v] to [orange] // Portal sound effect play sound [portal v]
⚡ Step 3: Advanced Portal Physics
Handle momentum and direction properly:
// Enhanced teleportation with direction define enhanced teleport to blue // Calculate entry direction if <(y_velocity) < [-5]> then // Falling fast - exit above portal set [exit_offset_y v] to [40] else if <(y_velocity) > [5]> then // Rising - exit below portal set [exit_offset_y v] to [-40] else // Slow movement - exit above portal set [exit_offset_y v] to [30] end end // Apply horizontal momentum consideration if <(x_velocity) > [0]> then set [exit_offset_x v] to [10] // Slight right offset else if <(x_velocity) < [0]> then set [exit_offset_x v] to [-10] // Slight left offset else set [exit_offset_x v] to [0] // No horizontal offset end end // Teleport with calculated offsets go to x: ((blue_portal_x) + (exit_offset_x)) y: ((blue_portal_y) + (exit_offset_y))
🔄 Step 4: Cooldown Reset System
Reset portal usage when player moves away:
// Reset portal usage tracking define reset portal tracking // Check distance from both portals set [dist_to_orange v] to (distance to x: (orange_portal_x) y: (orange_portal_y)) set [dist_to_blue v] to (distance to x: (blue_portal_x) y: (blue_portal_y)) // If far enough from both portals, reset tracking if <<(dist_to_orange) > [60]> and <(dist_to_blue) > [60]>> then set [last_portal_used v] to [none] end
🎮 Step 5: Complete Movement Integration
Put it all together in your main game loop:
when flag clicked forever // Handle movement if <key [right arrow v] pressed?> then change [x_velocity v] by (1) end if <key [left arrow v] pressed?> then change [x_velocity v] by (-1) end // Apply physics change x by (x_velocity) change y by (y_velocity) // Gravity change [y_velocity v] by (-0.8) // Friction set [x_velocity v] to ((x_velocity) * [0.9]) // Portal system check portal collision reset portal tracking end
This system completely eliminates portal loops! 🎯
PortalDev_Oscar
Replied 3 hours later
@PortalMaster_Dev This is AMAZING! 🤩
The cooldown system completely fixed the infinite loop issue! Now my portals work exactly like they should - smooth teleportation with proper momentum preservation.
The enhanced teleport with direction consideration makes it feel so much more professional. Thank you for saving my portal game! 🌀✨
GamePhysics_Pro
Replied 2 hours later
Excellent solution! Here are some additional portal enhancements:
🌟 Advanced Portal Features
- Portal Particles: Add visual effects when teleporting
- Portal Sounds: Different sounds for entry vs exit
- Portal Orientation: Support for wall-mounted portals
- Portal Linking: Dynamic portal pair creation
// Portal particle effect define create portal particles repeat (10) create clone of [particle v] go to [random position v] set [particle_life v] to [30] set [particle_speed v] to (pick random (2) to (8)) end
For sharing your project, I recommend using TurboWarp’s share feature - it’s perfect for showcasing portal mechanics!
Vibelf_Community
Pinned Message • Moderator
🌀 Master Advanced Portal Mechanics
Great portal physics discussion! For developers creating sophisticated teleportation systems, our community provides expert guidance on:
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📚 Related Portal Topics
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