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.
This commit is contained in:
parent
fb5a8a1ae8
commit
d6acee5a66
|
@ -1,11 +1,9 @@
|
|||
function main() {
|
||||
var playerSpeed = 12;
|
||||
var gravity = 4;
|
||||
var Vx = Vy = 0;
|
||||
|
||||
var animating = false;
|
||||
var animStart = animEnd = 0;
|
||||
var animFrame = animStart;
|
||||
|
||||
Self.SetMobile(true);
|
||||
Self.SetInventory(true);
|
||||
|
@ -14,10 +12,20 @@ function main() {
|
|||
Self.AddAnimation("walk-left", 200, ["stand-left", "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
|
||||
Self.AddAnimation("walk-right", 200, ["stand-right", "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
|
||||
|
||||
// If the player suddenly changes direction, reset the animation state to quickly switch over.
|
||||
var lastVelocity = Vector(0, 0);
|
||||
|
||||
Events.OnKeypress(function (ev) {
|
||||
Vx = 0;
|
||||
Vy = 0;
|
||||
|
||||
var curVelocity = Self.GetVelocity();
|
||||
if ((lastVelocity.X < 0 && curVelocity.X > 0) ||
|
||||
(lastVelocity.X > 0 && curVelocity.X < 0)) {
|
||||
Self.StopAnimation();
|
||||
}
|
||||
lastVelocity = curVelocity;
|
||||
|
||||
if (ev.Right) {
|
||||
if (!Self.IsAnimating()) {
|
||||
Self.PlayAnimation("walk-right", null);
|
||||
|
|
|
@ -26,7 +26,7 @@ var (
|
|||
PlayerMaxVelocity float64 = 7
|
||||
PlayerJumpVelocity float64 = -20
|
||||
PlayerAcceleration float64 = 0.12
|
||||
Gravity float64 = 6
|
||||
Gravity float64 = 7
|
||||
GravityAcceleration float64 = 0.1
|
||||
SlopeMaxHeight = 8 // max pixel height for player to walk up a slope
|
||||
|
||||
|
|
|
@ -31,7 +31,8 @@ func (s *PlayScene) LoopTouchable(ev *event.State) {
|
|||
// Idle means that they are not holding any directional or otherwise input key.
|
||||
// Keyboard inputs and touch events from this function will set these keys.
|
||||
// See if it stays unset long enough to consider idle.
|
||||
if !ev.Up && !ev.Down && !ev.Right && !ev.Left && !ev.Space {
|
||||
var isGrounded = (s.Player.HasGravity() && s.Player.Grounded()) || !s.Player.HasGravity()
|
||||
if !ev.Up && !ev.Down && !ev.Right && !ev.Left && !ev.Space && isGrounded {
|
||||
if s.idleLastStart.IsZero() {
|
||||
s.idleLastStart = time.Now()
|
||||
} else if time.Since(s.idleLastStart) > balance.PlayModeIdleTimeout {
|
||||
|
|
|
@ -26,6 +26,7 @@ func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
|
|||
"SetHitbox": actor.SetHitbox,
|
||||
"Hitbox": actor.Hitbox,
|
||||
"SetVelocity": actor.SetVelocity,
|
||||
"GetVelocity": actor.Velocity,
|
||||
"SetMobile": actor.SetMobile,
|
||||
"SetInventory": actor.SetInventory,
|
||||
"HasInventory": actor.HasInventory,
|
||||
|
|
Loading…
Reference in New Issue
Block a user