I’m looking to make a simple Jump King clone where the Player can only move left or right and “Charge” a jump that influences the speed and angle of the jump.
I’ve been banging my head against the wall working with creating a Scene Variable that is a “JumpTimer” that is increased for each moment SpaceBar is pressed. Upon release, the end value of the “JumpTimer” forces a specific Jump Speed. I’ve messed with adding “Add Force (angle)” and that didn’t do much.
I’m very new to this and seemed to have reached a hard wall in my pursuit. Any suggestions of material to read or advice on conditions/actions to use (or extensions).
Hi, here is a quick example for a space-press that increases the jump speed. I have disabled the default platformer-controls.
For increasing the variable ‘jump’ depending on how long the space bar is pressed I use TimeDelta() but you could also use a timer instead (initiate the timer at the beginning of the scene → start it when the space bar is pressed → when the space bar is released use TimerElapsedTime() to set the jump speed and reset the timer).
Awesome! This helps get the variable jumping height for the character. I’ve added a Variable to determine Left or Right movement depending on the last key pressed. Below is a screenshot. I feel like I’m pretty close to the basis of what I’m going for.
How do I disable all controls while Falling or Jumping? (the goal is to take the control away from the player while the sprite is in the air)
How do you set a max limit on the TimeDelta or the Variable:Jump? As it stands now, the value can be prohibitively high if the jump key is pressed for longer than 2 or so seconds.
The only thing I can think of in this situation is to have a boolean variable for the controls (if true the controls work). If the player is falling you can toggle it to false and thus disable the controls.