我正在制作2D平台游戏,只是添加了重力和放大器。跳跃。
它的工作原理应该如此,但是,如果在玩家完成跳跃后空格键仍然按下,则玩家只能在半空中继续跳跃。
我知道我需要检查玩家是否真的在地面上,但是当我这样做时,它总是以“跳跃法”中所述的方式返回' false'
// Controls both falling and the jumping action.
// The MapObject list is a collection of every object the player can
// collide with on that map. Currently it only contains a single 'ground' object.
public void fall(ArrayList<MapObject> objects)
{
int distance = 0;
if (jumpTicks > 0)
{
float jumpHeight = jumpSpeed * (jumpTicks / maxJumpTicks);
System.out.println(jumpTicks + "/" + maxJumpTicks + " = " + jumpHeight);
y -= jumpHeight;
jumpTicks--;
}
else
{
for (MapObject obj : objects)
{
if (this.y + this.height >= obj.y)
{
// This cancels falling if the player's feet are on top
// of the ground, but for some reason setting an 'isOnGround'
// boolean to 'true' here and checking for it in the 'jump()'
// method does not work, it's always 'false'.
return;
}
distance = obj.y - (this.y + this.height);
}
if (distance > fallSpeed)
{
y += fallSpeed;
}
else
{
y += distance;
}
}
}
// This doesn't make the player jump, it just adds jump time to the player
// if it's not already jumping.
public void jump()
{
if (jumpTicks > 0)
{
return;
}
this.jumpTicks = maxJumpTicks;
this.jumpSpeed = 10;
}
答案 0 :(得分:1)
在更改速度之前,请检查他的y
楼层值
function jump() {
if (jumpTicks > 0) {
return;
}
if (this.y === floorY) {
this.jumpTicks = maxJumpTicks;
this.jumpSpeed = 10;
}
}