I noticed that there's code for z-axis movement in the plugin, but it doesn't move the player/viewport when "jumping"
added this in my player update function:
if(ig.input.pressed('jump') && !this.jumping){
console.log('jumped');
this.vel.z = 200;
this.jumping = true;
}
just to see if it worked and the player doesn't move up or down. tried both + and - z velocity
am I missing something? also is there a way to make the game more than 1 tileheight high? or is it just a single ground level for now?
1 decade ago
by Joncom
Mind baking your game and hosting it so we can see what you mean? Not sure what z-velocity is supposed to be to be honest, but seeing what you're talking about might make it clear quickly.
http://enginedev.movingknowledge.com/impact/
controls WASD or arrows to move (can only strafe, not rotate)
spacebar to jump.
-Note: the blue space above you when it first loads is where I removed the ceiling tiles
the 'jump height' output is displaying player.pos.z of the xyz coordinate space
in this plugin X is left to right and Y is foreward/back and Z is supposed to be up and down.
this is code right from tpf.Entity for floor collision:
// handle the z-axis collision with the floor
this.pos.z += this.vel.z;
if( this.pos.z < 0 ) {
if( this.bounciness > 0 && Math.abs(this.vel.z) > this.minBounceVelocity ) {
this.vel.z *= -this.bounciness;
}
else {
this.vel.z = 0;
}
this.pos.z = 0;
}
so z spacing is supposedly happening.
Did you subclass from tpf.Entity?
yes.
to test the functionality, I essentially just took dominic's twopointfive demo and removed the blobs/weapons and altered the controls.
the tile size and player size were both 32 so I changed the player to 8 to try giving it "room" to jump but it doesn't appear to affect even the view height on load.
10 years ago
by fox1t
Quote from Skywalker
http://enginedev.movingknowledge.com/impact/
controls WASD or arrows to move (can only strafe, not rotate)
spacebar to jump.
-Note: the blue space above you when it first loads is where I removed the ceiling tiles
the 'jump height' output is displaying player.pos.z of the xyz coordinate space
in this plugin X is left to right and Y is foreward/back and Z is supposed to be up and down.
this is code right from tpf.Entity for floor collision:
// handle the z-axis collision with the floor
this.pos.z += this.vel.z;
if( this.pos.z < 0 ) {
if( this.bounciness > 0 && Math.abs(this.vel.z) > this.minBounceVelocity ) {
this.vel.z *= -this.bounciness;
}
else {
this.vel.z = 0;
}
this.pos.z = 0;
}
so z spacing is supposedly happening.yes.
to test the functionality, I essentially just took dominic's twopointfive demo and removed the blobs/weapons and altered the controls.
the tile size and player size were both 32 so I changed the player to 8 to try giving it "room" to jump but it doesn't appear to affect even the view height on load.
Are you sure that you modified the correct values. As i can see there is only x and y players values. In addition to it, you have to check on the camera settings not on the player. This is not a real 3D, so the Z axis is just a matrix with the perspective...
10 years ago
by davidg0
Maybe the vpos of the player changed succesfully, but the player camera did not move.
10 years ago
by fox1t
Quote from davidg0
Maybe the vpos of the player changed succesfully, but the player camera did not move.
Exactly. The player actually doesn't esist...
10 years ago
by dominic
The camera position in TwoPointFive is not directly bound to the player position. The Player&
039;s #update
method in the example game just happens to update the camera position as well.
See
lib/game/entities/player.js, line 202... in the example game.
ig.system.camera.setPosition()
incorporates the
bobOffset
, but not the players z-position.
Try this (line 216):
ig.system.camera.setPosition( cx, cy, bobOffset + this.pos.z );
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