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#ActualSharkBaitHooHaHa

Posted 17 November 2012 - 02:13 AM

Thanks for the help guys! I ended up breaking out into fever and taking an 8 hour long nap and my brain seems to be working again and I seem to have to sweated out whatever sickness I caught.

BeerNutts:
Yes, that is indeed how I have my program implemented :] I always keep the gravity on the player and simply overcome it by adding a large upward velocity. I solved the double jump solution by removing the jumping boolean and working only with the alreadyLanded boolean. I'm guessing somewhere in there one boolean was true when it shouldn't have been. I shouldn't have been using a boolean to set another boolean in the first place so I kind of deserved that one...

The collision I have yet to implement, but I believe I understand it. Both you and Cryo suggested the same way so I'm going to go ahead and try that one out. What I understand is that right now I'm only checking the current position, so instead I should check the next position? That makes a lot of sense. However I'm not sure I understand the "top" collision. I haven't implemented any tiles yet so I haven't had the opportunity to bash my head into the ceiling yet.

The momentum I decided I'm going to remove so no worries about that. I'm simply going to add a sprint button.

kseh
Oh no worries about that :] I know that the velocity at the peak will always be zero, I defined the ability to jump only when the player has already landed.

Thanks for the help guys! It really helped out :]

One last thing though. I decided to draw the hitbox so I could see it moving around with the player and I noticed that although it does move with the player, it lags along a bit. I'm worried that this will present difficulties when I start checking for collisions against enemy attacks or projectiles....

Oh and I forgot to mention as well that there seems to be some issues with the keyboard input. If I'm moving along I can press and hold the spacebar and the character will bounce along. However, if I hold the spacebar, jump in place, and then start moving without letting go of the spacebar, the character doesn't continue bouncing,

#2SharkBaitHooHaHa

Posted 17 November 2012 - 02:13 AM

Thanks for the help guys! I ended up breaking out into fever and taking an 8 hour long nap and my brain seems to be working again and I seem to have to sweated out whatever sickness I caught.

BeerNutts:
Yes, that is indeed how I have my program implemented :] I always keep the gravity on the player and simply overcome it by adding a large upward velocity. I solved the double jump solution by removing the jumping boolean and working only with the alreadyLanded boolean. I'm guessing somewhere in there one boolean was true when it shouldn't have been. I shouldn't have been using a boolean to set another boolean in the first place so I kind of deserved that one...

The collision I have yet to implement, but I believe I understand it. Both you and Cryo suggested the same way so I'm going to go ahead and try that one out. What I understand is that right now I'm only checking the current position, so instead I should check the next position? That makes a lot of sense. However I'm not sure I understand the "top" collision. I haven't implemented any tiles yet so I haven't had the opportunity to bash my head into the ceiling yet.

The momentum I decided I'm going to remove so no worries about that. I'm simply going to add a sprint button.

kseh
Oh no worries about that :] I know that the velocity at the peak will always be zero, I defined the ability to jump only when the player has already landed.

Thanks for the help guys! It really helped out :]

One last thing though. I decided to draw the hitbox so I could see it moving around with the player and I noticed that although it does move with the player, it lags along a bit. I'm worried that this will present difficulties when I start checking for collisions against enemy attacks or projectiles....

Oh and I forgot to mention as well that there seems to be some issues with the keyboard input. If I'm moving along I can press and hold the spacebar and the character will bounce along. However, if I hold the spacebar, jump in place, and then start moving without letting go of the spacebar, the character doesn't continue bouncing,

#1SharkBaitHooHaHa

Posted 17 November 2012 - 02:07 AM

Thanks for the help guys! I ended up breaking out into fever and taking an 8 hour long nap and my brain seems to be working again and I seem to have to sweated out whatever sickness I caught.

BeerNutts:
Yes, that is indeed how I have my program implemented :] I always keep the gravity on the player and simply overcome it by adding a large upward velocity. I solved the double jump solution by removing the jumping boolean and working only with the alreadyLanded boolean. I'm guessing somewhere in there one boolean was true when it shouldn't have been. I shouldn't have been using a boolean to set another boolean in the first place so I kind of deserved that one...

The collision I have yet to implement, but I believe I understand it. Both you and Cryo suggested the same way so I'm going to go ahead and try that one out. What I understand is that right now I'm only checking the current position, so instead I should check the next position? That makes a lot of sense. However I'm not sure I understand the "top" collision. I haven't implemented any tiles yet so I haven't had the opportunity to bash my head into the ceiling yet.

The momentum I decided I'm going to remove so no worries about that. I'm simply going to add a sprint button.

kseh
Oh no worries about that :] I know that the velocity at the peak will always be zero, I defined the ability to jump only when the player has already landed.

Thanks for the help guys! It really helped out :]

One last thing though. I decided to draw the hitbox so I could see it moving around with the player and I noticed that although it does move with the player, it lags along a bit. I'm worried that this will present difficulties when I start checking for collisions against enemy attacks or projectiles....

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