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Turing BEEESD
Thu May 03, 2018 9:27 am

How to make proper jumping for turing platformer
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Trying to make a turing platformer game for a projects. Having trouble with the jumping mechanic, ive made a parabola but it only really jumps when on a certian area and dissapears if youre not on there. It also jumpes from below the line on the second jump. Is using a parabola the only way to jump and is their anyway I could make it fully jump without holding the jump button?

Heres

View.Set ("graphics:600;600,offscreenonly,nobuttonbar")
%parabola
var x2 : real := 0
var y2 : real := 0
%center
var x : real := 62.5
var y : real := 37.5
%input
var control : array char of boolean
%box
var boxx1 : int := 50
var boxy1 : int := 25
var boxx2 : int := 75
var boxy2 : int := 50
%Direction
var dx : real := 0
var dy : real := 0
%B
var p1x : int := 500
var p1y : int := 500
var eaten := false


loop

    %borders
    Draw.FillBox (0, 0, 1000, 1000, green)
    Draw.Line (0, 37, 1000, 37, black)


    %if below bottom
    Draw.FillBox (x div 1, y div 1, (x + 20) div 1, (y + 20) div 1, black)
    if Math.DistancePointLine (62.5, 37.5, p1x, p1y, p1x, p1y) < 35 then
        eaten := true
    end if

    x := x + dx
    y := y + dy
    %%% input %%%
    Input.KeyDown (control)

    if control ('d') then
        dx := 2
        dy := 0
    elsif control ('a') then
        dx := -2
        dy := 0
    elsif control ('s') then
        dx := 0
        dy := 0
    elsif control ('w') then
        x := x + .4
        y := -0.3 * (x - 100) ** 2 + 100

        delay (30)
        Draw.FillBox (x div 1, y div 1, (x + 20) div 1, (y + 20) div 1, black)

        %Bottom

    elsif Math.DistancePointLine (x, y, -50, 37.5, 1000, 37.5) < 47 then
        y := 37.5



    end if

    View.Update
    delay (15)
    cls
end loop

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TokenHerbz
Sun May 06, 2018 12:21 am

Re: How to make proper jumping for turing platformer
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 is their anyway I could make it fully jump without holding the jump button?

just make a function or proc called when you hit your jump key, which will in itself continue the jump provided collision allows/controls allow it :)
