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Portal game glitch - teleportation loop between portals

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🌀 Stuck in portal teleportation loops? Player bouncing between portals endlessly? 🚀 Get Help Now

PO

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:

  1. 🟠 I jump into the orange portal
  2. 📍 I get teleported below the blue portal (with same Y momentum)
  3. 🔵 Since I’m below it, I immediately go into the blue portal
  4. 🔄 Then I come out on top of the orange portal
  5. ⬇️ Gravity makes me fall through that portal again
  6. 🔁 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! 🙏

PM

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

flowchart TD A[🚨 Portal Loop Issue] --> B{Player Enters Portal} B --> C[Teleport to Exit Portal] C --> D{Momentum Preserved?} D -->|Yes| E{Exit Position Safe?} D -->|No| F[❌ Player Stops Mid-Air] E -->|No| G[❌ Player Inside Exit Portal] E -->|Yes| H{Cooldown Active?} G --> I[Immediate Re-teleport] I --> J[🔄 Infinite Loop] H -->|No| K[❌ Can Re-enter Immediately] H -->|Yes| L[✅ Safe Teleportation] K --> I F --> M[❌ Poor Game Feel] J --> N[❌ Game Breaking Bug] L --> O[✅ Perfect Portal Physics] style A fill:#ffebee style O fill:#e8f5e8 style J fill:#ffcdd2 style N fill:#ffcdd2

🛠️ 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! 🎯

PO

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! 🌀✨

GP

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!

VB

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:

  • 🎯 Complex portal physics
  • ⚡ Seamless teleportation systems
  • 🎮 Professional game mechanics
  • 🔧 Advanced collision handling

📚 Related Portal Topics

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