Um... Jumping?
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ChaseCZCreated:
You need to have a better understanding of physics than just that to make realistic, good-looking jumping code. There’s also character mass and you have to incorporate the code for when the player jumps while moving forward or backward.Break down the problem. What is "jumping" really?increasing Y on a 2D sidescroller, then decreasing it due to the force of gravity lol
I meant that’s what it basically is.You need to have a better understanding of physics than just that to make realistic, good-looking jumping code. There’s also character mass and you have to incorporate the code for when the player jumps while moving forward or backward.Break down the problem. What is "jumping" really?increasing Y on a 2D sidescroller, then decreasing it due to the force of gravity lol
I can try to help..but idk if it will fit the idea of what you are trying to achieve.
VAR JUMP = 0, G = .3, V=0 ' G stands for gravity and V for velocity. ACLS SPSET 0, 702 SPHOME 0, -150, -10 WHILE 1 SPOFS 0, X, Y BTN=BUTTON() IF BTN AND #RIGHT THEN X=X+2 IF BTN AND #LEFT THEN X=X-2 IF BTN AND #A && JUMP==0 THEN JUMP=1' This variable acts like some kind of switch to lock the #A button so you can only jump when the character is touching the invisible floor. if you erase this you would be able to jump in mid air indefinitely. V=-3 ENDIF V=V+G: Y=Y+V ' This is the magic formula that will help you make a character jump neatly and beautifully. IF Y>100 THEN Y=100:V=0:JUMP=0' This if statement establishes the limit of the Y coordinate so it creates a floor. The jump switch resets so you can jump again, think of it as a lock has ben released. plus velocity=0 (V=0) cause the sprite isn't jumping. VSYNC WENDHope this helps.