Implement jump buffering

This commit is contained in:
Josh Deprez 2021-08-20 13:09:26 +10:00
parent e98b730465
commit 9a3da85999

View file

@ -23,6 +23,7 @@ type Awakeman struct {
vx, vy float64
facingLeft bool
coyoteTimer int
jumpBuffer int
noclip bool
animIdleLeft, animIdleRight, animRunLeft, animRunRight *engine.Anim
@ -40,10 +41,13 @@ func (aw *Awakeman) Update() error {
if err := upd(); err != nil {
return err
}
// Update the camera
aw.camera.Zoom = 1
if ebiten.IsKeyPressed(ebiten.KeyShift) {
aw.camera.Zoom = 2
}
// aw.Pos is top-left corner, so add half size to get centre
aw.camera.Centre = aw.Pos.Add(aw.Size.Div(2))
return nil
}
@ -66,13 +70,14 @@ func (aw *Awakeman) noclipUpdate() error {
func (aw *Awakeman) realUpdate() error {
const (
ε = 0.2
restitution = -0.3
gravity = 0.3
airResistance = -0.01 // ⇒ terminal velocity = 30
jumpVelocity = -4.2
runVelocity = 1.4
coyoteTime = 5
ε = 0.2
restitution = -0.3
gravity = 0.3
airResistance = -0.01 // ⇒ terminal velocity = 30
jumpVelocity = -4.2
runVelocity = 1.4
coyoteTime = 5
jumpBufferTime = 5
)
// High-school physics time! Under constant acceleration:
@ -91,23 +96,40 @@ func (aw *Awakeman) realUpdate() error {
if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
// Not falling.
// Instantly decelerate (AW absorbs all kinetic E in legs, or something)
aw.vy = 0
aw.coyoteTimer = coyoteTime
if aw.jumpBuffer > 0 {
// Tried to jump recently -- so jump
aw.vy = jumpVelocity
aw.jumpBuffer = 0
} else {
// Can jump now or soon.
aw.vy = 0
aw.coyoteTimer = coyoteTime
}
} else {
// Falling. v = v_0 + a, and a = gravity + airResistance(v_0)
aw.vy += gravity + airResistance*aw.vy
if aw.coyoteTimer > 0 {
aw.coyoteTimer--
}
if aw.jumpBuffer > 0 {
aw.jumpBuffer--
}
}
// Handle controls
// NB: spacebar sometimes does things on web pages (scrolls down)
if aw.coyoteTimer > 0 && (inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ)) {
// Jump. One frame of a = jumpVelocity (ignoring any gravity already applied this tick).
aw.vy = jumpVelocity
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ) {
// On ground or recently on ground?
if aw.coyoteTimer > 0 {
// Jump. One frame of a = jumpVelocity (ignoring any gravity already applied this tick).
aw.vy += jumpVelocity
} else {
// Buffer the jump in case aw hits the ground soon.
aw.jumpBuffer = jumpBufferTime
}
}
// Left and right
switch {
case ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA):
aw.vx = -runVelocity
@ -135,7 +157,6 @@ func (aw *Awakeman) realUpdate() error {
aw.vy = 0
}
})
// aw.Pos is top-left corner, so add half size to get centre
return aw.Sprite.Update()
}