Game Development Asked by eguneys on July 31, 2020
I am making a platformer, with a methodical approach to player physics. This is how I do variable jump height:
if not btn(?) then
g_fall *= 1.5
end
if (not is_grounded) then
// fall gravity
p.ay = g_fall
end
p
is the player, p.ay
is the acceleration.
g_fall
is the constant falling gravity, which I apply to the player’s acceleration if it’s not on the ground. If the player isn’t pressing the jump button I increase g_fall
so player falls down quicker thus achieving variable jump height.
This is somewhat ok, but I have a spring where player can jump and it bounces player to the air.
hit.y = ispring.y - 2
hit.dx *= 0.2
hit.dy=-v0_jump * 1.5
hit
is the player, v0_jump
is the constant initial velocity I give to the player to jump.
When the player presses jump while on the spring, it jumps higher because the fall gravity is lower. But I want spring to give you the same jump height whether you press jump or not.
Now I could put a flag for spring jump and an if condition to test for spring jumps and adjust the fall gravity, but I am looking for a more elegant solution.
So what are some professional techniques for variable jump height that can solve my problem out of the box.
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