Adjust Gravity and Prevent Moonwalking
* Tweak max gravity speed to match player max velocity. * Boy's script watches for his velocity to flip suddenly and stops animations, limiting the moonwalking a bit. * JS API: Self.GetVelocity() added.
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@ -1,11 +1,9 @@
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function main() {
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function main() {
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var playerSpeed = 12;
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var playerSpeed = 12;
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var gravity = 4;
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var Vx = Vy = 0;
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var Vx = Vy = 0;
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var animating = false;
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var animating = false;
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var animStart = animEnd = 0;
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var animStart = animEnd = 0;
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var animFrame = animStart;
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Self.SetMobile(true);
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Self.SetMobile(true);
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Self.SetInventory(true);
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Self.SetInventory(true);
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@ -14,10 +12,20 @@ function main() {
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Self.AddAnimation("walk-left", 200, ["stand-left", "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
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Self.AddAnimation("walk-left", 200, ["stand-left", "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
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Self.AddAnimation("walk-right", 200, ["stand-right", "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
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Self.AddAnimation("walk-right", 200, ["stand-right", "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
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// If the player suddenly changes direction, reset the animation state to quickly switch over.
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var lastVelocity = Vector(0, 0);
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Events.OnKeypress(function (ev) {
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Events.OnKeypress(function (ev) {
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Vx = 0;
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Vx = 0;
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Vy = 0;
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Vy = 0;
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var curVelocity = Self.GetVelocity();
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if ((lastVelocity.X < 0 && curVelocity.X > 0) ||
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(lastVelocity.X > 0 && curVelocity.X < 0)) {
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Self.StopAnimation();
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}
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lastVelocity = curVelocity;
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if (ev.Right) {
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if (ev.Right) {
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if (!Self.IsAnimating()) {
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-right", null);
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Self.PlayAnimation("walk-right", null);
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