Updated jumping to be more like the official games

This commit is contained in:
Maruno17
2020-09-24 21:36:38 +01:00
parent edafe6f98d
commit b6542f28ca
3 changed files with 28 additions and 29 deletions

View File

@@ -33,7 +33,7 @@ class Game_Character
@y = 0
@real_x = 0
@real_y = 0
@sprite_size = [Game_Map::TILE_WIDTH,Game_Map::TILE_HEIGHT]
@sprite_size = [Game_Map::TILE_WIDTH, Game_Map::TILE_HEIGHT]
@tile_id = 0
@character_name = ""
@character_hue = 0
@@ -62,8 +62,9 @@ class Game_Character
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@jump_peak = 0 # Max height while jumping
@jump_distance = 0 # Total distance of jump
@jump_distance_left = 0 # Distance left to travel
@bob_height = 0
@wait_count = 0
@moved_this_frame = false
@@ -95,6 +96,10 @@ class Game_Character
@move_speed_real = val * 40.0 / Graphics.frame_rate
end
def jump_speed_real
return (1 << 4) * 0.8 * 40.0 / Graphics.frame_rate
end
def move_frequency=(val)
return if val==@move_frequency
@move_frequency = val
@@ -160,7 +165,7 @@ class Game_Character
end
def bush_depth
return 0 if @tile_id > 0 or @always_on_top or @jump_count > 0
return 0 if @tile_id > 0 || @always_on_top or jumping?
xbehind = @x + (@direction==4 ? 1 : @direction==6 ? -1 : 0)
ybehind = @y + (@direction==8 ? 1 : @direction==2 ? -1 : 0)
return Game_Map::TILE_HEIGHT if self.map.deepBush?(@x, @y) and self.map.deepBush?(xbehind, ybehind)
@@ -219,8 +224,8 @@ class Game_Character
def screen_y
ret = screen_y_ground
if jumping?
n = ((2 * @jump_count * 20 / Graphics.frame_rate) - @jump_peak).abs
return ret - (@jump_peak * @jump_peak - n * n) / 2
jump_fraction = ((@jump_distance_left / @jump_distance) - 0.5).abs # 0.5 to 0 to 0.5
ret += @jump_peak * (4 * jump_fraction**2 - 1)
end
return ret
end
@@ -248,7 +253,7 @@ class Game_Character
end
def jumping?
return @jump_count > 0
return @jump_distance_left > 0
end
def straighten
@@ -652,8 +657,9 @@ class Game_Character
@x = new_x
@y = new_y
distance = [4, x_plus * x_plus + y_plus * y_plus].max
@jump_peak = (6 + distance - move_speed).floor
@jump_count = @jump_peak * Graphics.frame_rate / 20
@jump_peak = distance * Game_Map::TILE_HEIGHT * 3 / 16 # 3/4 of tile for ledge jumping
@jump_distance = [x_plus.abs * Game_Map::REAL_RES_X, y_plus.abs * Game_Map::REAL_RES_Y].max
@jump_distance_left = 1 # Just needs to be non-zero
@stop_count = 0
if self.is_a?(Game_Player)
$PokemonTemp.dependentEvents.pbMoveDependentEvents
@@ -764,10 +770,7 @@ class Game_Character
# Update command
update_command
# Update movement
if jumping?; update_jump
elsif moving?; update_move
else; update_stop
end
(moving?) ? update_move : update_stop
end
# Update animation
update_pattern
@@ -801,18 +804,9 @@ class Game_Character
end
end
def update_jump
@jump_count -= 1
@real_x = (@real_x * @jump_count + @x * Game_Map::REAL_RES_X) / (@jump_count + 1)
@real_y = (@real_y * @jump_count + @y * Game_Map::REAL_RES_Y) / (@jump_count + 1)
@moved_this_frame = true
# End of a jump, so perform events that happen at this time
Events.onStepTakenFieldMovement.trigger(self,self) if !jumping? && !moving?
end
def update_move
# Move the character (the 0.1 catches rounding errors)
distance = move_speed_real
distance = (jumping?) : jump_speed_real : move_speed_real
dest_x = @x * Game_Map::REAL_RES_X
dest_y = @y * Game_Map::REAL_RES_Y
if @real_x < dest_x
@@ -829,8 +823,12 @@ class Game_Character
@real_y -= distance
@real_y = dest_y if @real_y < dest_y + 0.1
end
# Refresh how far is left to travel in a jump
if jumping?
@jump_distance_left = [(dest_x - @real_x).abs, (dest_y - @real_y).abs].max
end
# End of a step, so perform events that happen at this time
Events.onStepTakenFieldMovement.trigger(self,self) if !jumping? && !moving?
Events.onStepTakenFieldMovement.trigger(self, self) if !jumping? && !moving?
# Increment animation counter
@anime_count += 1 if @walk_anime || @step_anime
@moved_this_frame = true
@@ -851,7 +849,7 @@ class Game_Character
return
end
# Character has started to move, change pattern immediately
if !@moved_last_frame && @moved_this_frame && !jumping? && !@step_anime
if !@moved_last_frame && @moved_this_frame && !@step_anime
@pattern = (@pattern + 1) % 4 if @walk_anime
@anime_count = 0
return
@@ -859,7 +857,8 @@ class Game_Character
# Calculate how many frames each pattern should display for, i.e. the time
# it takes to move half a tile (or a whole tile if cycling). We assume the
# game uses square tiles.
frames_per_pattern = Game_Map::REAL_RES_X / (move_speed_real * 2.0)
real_speed = (jumping?) ? jump_speed_real : move_speed_real
frames_per_pattern = Game_Map::REAL_RES_X / (real_speed * 2.0)
frames_per_pattern *= 2 if move_speed == 6 # Cycling/fastest speed
return if @anime_count < frames_per_pattern
# Advance to the next animation frame

View File

@@ -23,7 +23,7 @@ class Game_Player < Game_Character
end
def bush_depth
return 0 if @tile_id > 0 or @always_on_top
return 0 if @tile_id > 0 || @always_on_top
xbehind = (@direction==4) ? @x+1 : (@direction==6) ? @x-1 : @x
ybehind = (@direction==8) ? @y+1 : (@direction==2) ? @y-1 : @y
# Both current tile and previous tile are on the same map; just return super
@@ -47,7 +47,7 @@ class Game_Player < Game_Character
behindmap = newbehind[0]; behindx = newbehind[1]; behindy = newbehind[2]
end
# Return bush depth
if @jump_count <= 0
if !jumping?
return 32 if heremap.deepBush?(herex, herey) && behindmap.deepBush?(behindx, behindy)
return 12 if heremap.bush?(herex, herey) && !moving?
end

View File

@@ -25,7 +25,7 @@ class Game_Player < Game_Character
pbMapInterpreterRunning?
terrain = pbGetTerrainTag
input = ($PokemonSystem.runstyle==1) ? $PokemonGlobal.runtoggle : Input.press?(Input::A)
return input && $PokemonGlobal.runningShoes &&
return input && $PokemonGlobal.runningShoes && !jumping? &&
!$PokemonGlobal.diving && !$PokemonGlobal.surfing &&
!$PokemonGlobal.bicycle && !PBTerrain.onlyWalk?(terrain)
end