保持更长时间可以跳得更高

本文关键字:长时间 | 更新日期: 2023-09-27 18:07:03

我正在为我的游戏寻找一个简单的方法,这样当你按住空格键时,你就可以跳得更高。当你"轻拍"时,你不会跳到最大高度。需要有一个最大值,但是,我不知道如何编程。

任何帮助,非常感谢。将给予反馈。谢谢。

保持更长时间可以跳得更高

在处理跳跃的更新函数中,你可以让它跟踪角色离开地面的时间,并让它的向上速度在一段时间后停止增加。

例如,下面的内容应该可以工作

class Player
{
    private const int gravity = 2; //force of gravity on the object
    private const int maxHeight = 5; //change as needed
    private const int msecsToMax = 1500; //change as needed
    private int yPos = 0;
    private int timeOffGround = 0;
    private yVel = 0;
    //other functions and stuff
    void update(GameTime gt)
    {
        //check if the player is on the ground and update as necessary
        if(isOnGround())
            timeOffGround = 0;
        else
            timeOffGround += gt.ElapsedGameTime.TotalMilliseconds;
        //update the player's velocity
        yVel -= isOnGround() ? 0 : gravity; //no velocity when on the ground
        if(Keyboard.GetState().IsKeyDown(Keys.SPACE) && timeOffGround < msecsToMax))
            yVel += (maxHeight / msecToMax);
        yPos += yVel;
    }
}

在跳跃的重音期间,Y速度完全被功率曲线覆盖。在体面的过程中,重力需要结束了。跳变速度由jumpTime场控制它将时间测量为当前跳跃的重音。

首先你需要一些简单的全局变量,

public bool isJumping; //Is the player in a jump?
private bool wasJumping; //Did the player just exit a jump?
private float jumpTime; //Time the player has been in a jump (Useful for adding a power curve or to max out on jump height)
MaxJumpTime = .8f; //If you want to max out a jump, otherwise remove the relevant parts of the code
JumpLaunchVelocity = -3000.0f; //How much velocity to "jump" with, this may depend on your speed of your player, so it will need some ajustment

下面是完成大部分工作的函数:

 private float DoJump(float velocityY, GameTime gameTime)
        {
            // If the player wants to jump
            if (isJumping)
            {
                // Begin or continue a jump
                if ((!wasJumping && IsOnGround) || jumpTime > 0.0f)
                {
                    //Do things like animate, or play a sound here
                    jumpTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
                }
                // If we are in the ascent of the jump
                if (0.0f < jumpTime && jumpTime <= MaxJumpTime)
                {
                    // Fully override the vertical velocity with a power curve that gives players more control over the top of the jump (If you dont want this you can remove the Math.Pow)
                    velocityY = JumpLaunchVelocity * (1.0f - (float)Math.Pow(jumpTime / MaxJumpTime, JumpControlPower));
                }
                else
                    jumpTime = 0.0f;   // Reached the apex of the jump
            }
            else
            {
                // Continues not jumping or cancels a jump in progress
                jumpTime = 0.0f;
            }
            wasJumping = isJumping;
            return velocityY;
        }

在你的更新,当你计算位置和东西:

velocity.Y = DoJump(velocity.Y, gameTime);

如果你遇到任何问题,看看Platformer Starter Kit !