Jumping and falling (Page 2 of 2)

Article by Matthew Casperson (4,880 pts ) , published Jul 3, 2009

The players interaction with the level is done in two steps. The first is that the player is moved along the x axis, and then pushed out of any blocks he collides with, which is what we did in the last article. The second is that the players position along the y axis is modified, and he is then pushed up out of any block he might collide with.

If grounded is false (i.e. the player is in the air) his height will be modified as it moves along the sine wave. [code]

First we make a note of the last position on the sine wave that the player was at, and then progress the jumpSinWavePos to the new point on the sine wave. [code]

Next we check to see if the player has fallen off the top half of the sine wave. Since we are only interested in following the top half of the sine wave we simply continue to move downwards at a predetermined speed once the player followed that arc. The speed is determined by the fallMultiplyer property. I set it to 1.5 times the average speed of the jump (the average speed being determined by jumpHeight / jumpHangTime), which seems to give the player a smooth fall rate. [code]

If the player is still on the sine wave we move him to the new height. [code]

Once the players height has been modified we need to see if the player has fallen through the ground. Much like before when we pushed the player back out of any block he collided with, here we do the same and push the player up out of any block he has fallen into. When checking the height of the player it is important to check if both the left and right side of the player is colliding with the ground. [code]

If there is a collision with the ground, the player is considered to be grounded (so grounded is set to true), and the height of the player is modified so he is sitting on top of the stack of blocks. [code]

If there is no collision with the ground, and the player was previously grounded, the player must be falling. At this point we set the jumpSinWavePos to PI / 2, which means that we start modifying the players height from the top of the sine wave (i.e. the player starts to fall), and set grounded to false to indicate that the player is in the air. [code]

Check out the demo here, download the source code here, and browse the source code documentation here.

Read more in the Game Development with JavaScript and the Canvas element series.

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