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Re: help with jumps

Posted: Sun Apr 26, 2009 10:35 pm
by deathsangel
No I want it so that cant jump is set to false either

1)when you get to the target height
2)when you let go of space.

Number 1 works, number 2 doesnt

Re: help with jumps

Posted: Mon Apr 27, 2009 3:08 pm
by MarauderIIC
Oh, I misread. When you're checking for SDL events, add a case for SDL_KEYUP.

Re: help with jumps

Posted: Mon Apr 27, 2009 7:52 pm
by deathsangel
ok thanks

Re: help with jumps

Posted: Thu Apr 30, 2009 5:35 am
by aerosmithfan4ever
Spikey wrote: To jump, add a Y+ velocity, say +20.
Then every tick, apply gravity, say -9
DId you forgot that SDL's coordinate system is awkard...? :)

Re: help with jumps

Posted: Thu Apr 30, 2009 8:02 am
by Spikey
aerosmithfan4ever wrote:
Spikey wrote: To jump, add a Y+ velocity, say +20.
Then every tick, apply gravity, say -9
DId you forgot that SDL's coordinate system is awkard...? :)
whoops... Thanks for pointing that out.

Re: help with jumps

Posted: Thu Apr 30, 2009 8:35 am
by MarauderIIC
I think that's the generally accepted way to put coordinates together. Negative is "up." For instance, take a game of Quake 2 or 3. "set gravity 100" pushes you down. "set gravity -100" flings you into the ceiling.