Stop Jump to Dive, with an Increasing velocity. Please Help...
Jigglebox
Member Posts: 63
Hello all,
I've run into a problem where I am trying to have my character at a constant movement, and when i press the up key it jumps, and when i press the down key, it stops the jump in mid movement, and dives down.
I have the basic concept of this done, however, every time i press the down button i would like it to continue to go down at a faster rate than before. But instead if I pressed the down key, it interrupts the gravity pull and ends up moving slower.
The way i currently have my game set-up for the "coding" is this:
Gravity Control - accelerate in direction 270, relative to: scene with an acceleration of 300
Jump Control - Receives a key press "Up" is: Down ; Do> Set: Self.motion.linearVelocity.y to 250
Dive Control - Receives a key press "Down" is: Down ; Do> Set: Self.motion.linearVelocity.y to -250
I've attempted to use the "Move" behavior, "Accelerate Towards" and mess with the numbers.... but it remains at a constant.
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Also, Here is how my constant movement control is working.
if game.GameOver is False
if game.PlayerRun is False
Do;
set: self.position.x to:
set: self.position.y to:
Timer:
After 3 seconds (run to completion)
Interpolate: self.position.x to: 120 for 1 second using linear function.
where do declare the statements "game.GameOver," and "game.PlayerRun?" I've made them into Booleans and have the GameOver check box checked, but I'm not sure where I declare how they work or even how to tell the engine what they are used for...
Thank you for the help, this has been giving me a lot of trouble.
I've run into a problem where I am trying to have my character at a constant movement, and when i press the up key it jumps, and when i press the down key, it stops the jump in mid movement, and dives down.
I have the basic concept of this done, however, every time i press the down button i would like it to continue to go down at a faster rate than before. But instead if I pressed the down key, it interrupts the gravity pull and ends up moving slower.
The way i currently have my game set-up for the "coding" is this:
Gravity Control - accelerate in direction 270, relative to: scene with an acceleration of 300
Jump Control - Receives a key press "Up" is: Down ; Do> Set: Self.motion.linearVelocity.y to 250
Dive Control - Receives a key press "Down" is: Down ; Do> Set: Self.motion.linearVelocity.y to -250
I've attempted to use the "Move" behavior, "Accelerate Towards" and mess with the numbers.... but it remains at a constant.
--------------------------------------------------------------------------------------------
Also, Here is how my constant movement control is working.
if game.GameOver is False
if game.PlayerRun is False
Do;
set: self.position.x to:
set: self.position.y to:
Timer:
After 3 seconds (run to completion)
Interpolate: self.position.x to: 120 for 1 second using linear function.
where do declare the statements "game.GameOver," and "game.PlayerRun?" I've made them into Booleans and have the GameOver check box checked, but I'm not sure where I declare how they work or even how to tell the engine what they are used for...
Thank you for the help, this has been giving me a lot of trouble.
Comments
Move and interpolate will probably ignore your jump and dive rules so I would use motion linear for all controls.
Darren.
currently if I press the Down arrow, the first press makes me change direction and go down after a jump in mid air. However, if I press it again, it resets the descent speed so instead of again increasing the speed of falling, or just traveling a short distance and continuing the fall, it slows the speed of falling by resetting it to the speed that I have the Down arrow key set to...