mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Updated jumping to be more like the official games
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@@ -33,7 +33,7 @@ class Game_Character
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@y = 0
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@real_x = 0
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@real_y = 0
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@sprite_size = [Game_Map::TILE_WIDTH,Game_Map::TILE_HEIGHT]
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@sprite_size = [Game_Map::TILE_WIDTH, Game_Map::TILE_HEIGHT]
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@tile_id = 0
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@character_name = ""
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@character_hue = 0
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@@ -62,8 +62,9 @@ class Game_Character
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@always_on_top = false
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@anime_count = 0
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@stop_count = 0
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@jump_count = 0
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@jump_peak = 0
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@jump_peak = 0 # Max height while jumping
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@jump_distance = 0 # Total distance of jump
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@jump_distance_left = 0 # Distance left to travel
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@bob_height = 0
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@wait_count = 0
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@moved_this_frame = false
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@@ -95,6 +96,10 @@ class Game_Character
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@move_speed_real = val * 40.0 / Graphics.frame_rate
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end
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def jump_speed_real
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return (1 << 4) * 0.8 * 40.0 / Graphics.frame_rate
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end
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def move_frequency=(val)
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return if val==@move_frequency
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@move_frequency = val
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@@ -160,7 +165,7 @@ class Game_Character
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end
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def bush_depth
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return 0 if @tile_id > 0 or @always_on_top or @jump_count > 0
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return 0 if @tile_id > 0 || @always_on_top or jumping?
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xbehind = @x + (@direction==4 ? 1 : @direction==6 ? -1 : 0)
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ybehind = @y + (@direction==8 ? 1 : @direction==2 ? -1 : 0)
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return Game_Map::TILE_HEIGHT if self.map.deepBush?(@x, @y) and self.map.deepBush?(xbehind, ybehind)
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@@ -219,8 +224,8 @@ class Game_Character
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def screen_y
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ret = screen_y_ground
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if jumping?
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n = ((2 * @jump_count * 20 / Graphics.frame_rate) - @jump_peak).abs
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return ret - (@jump_peak * @jump_peak - n * n) / 2
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jump_fraction = ((@jump_distance_left / @jump_distance) - 0.5).abs # 0.5 to 0 to 0.5
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ret += @jump_peak * (4 * jump_fraction**2 - 1)
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end
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return ret
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end
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@@ -248,7 +253,7 @@ class Game_Character
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end
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def jumping?
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return @jump_count > 0
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return @jump_distance_left > 0
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end
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def straighten
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@@ -652,8 +657,9 @@ class Game_Character
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@x = new_x
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@y = new_y
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distance = [4, x_plus * x_plus + y_plus * y_plus].max
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@jump_peak = (6 + distance - move_speed).floor
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@jump_count = @jump_peak * Graphics.frame_rate / 20
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@jump_peak = distance * Game_Map::TILE_HEIGHT * 3 / 16 # 3/4 of tile for ledge jumping
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@jump_distance = [x_plus.abs * Game_Map::REAL_RES_X, y_plus.abs * Game_Map::REAL_RES_Y].max
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@jump_distance_left = 1 # Just needs to be non-zero
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@stop_count = 0
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if self.is_a?(Game_Player)
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$PokemonTemp.dependentEvents.pbMoveDependentEvents
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@@ -764,10 +770,7 @@ class Game_Character
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# Update command
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update_command
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# Update movement
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if jumping?; update_jump
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elsif moving?; update_move
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else; update_stop
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end
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(moving?) ? update_move : update_stop
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end
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# Update animation
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update_pattern
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@@ -801,18 +804,9 @@ class Game_Character
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end
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end
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def update_jump
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@jump_count -= 1
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@real_x = (@real_x * @jump_count + @x * Game_Map::REAL_RES_X) / (@jump_count + 1)
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@real_y = (@real_y * @jump_count + @y * Game_Map::REAL_RES_Y) / (@jump_count + 1)
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@moved_this_frame = true
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# End of a jump, so perform events that happen at this time
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Events.onStepTakenFieldMovement.trigger(self,self) if !jumping? && !moving?
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end
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def update_move
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# Move the character (the 0.1 catches rounding errors)
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distance = move_speed_real
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distance = (jumping?) : jump_speed_real : move_speed_real
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dest_x = @x * Game_Map::REAL_RES_X
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dest_y = @y * Game_Map::REAL_RES_Y
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if @real_x < dest_x
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@@ -829,8 +823,12 @@ class Game_Character
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@real_y -= distance
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@real_y = dest_y if @real_y < dest_y + 0.1
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end
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# Refresh how far is left to travel in a jump
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if jumping?
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@jump_distance_left = [(dest_x - @real_x).abs, (dest_y - @real_y).abs].max
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end
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# End of a step, so perform events that happen at this time
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Events.onStepTakenFieldMovement.trigger(self,self) if !jumping? && !moving?
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Events.onStepTakenFieldMovement.trigger(self, self) if !jumping? && !moving?
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# Increment animation counter
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@anime_count += 1 if @walk_anime || @step_anime
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@moved_this_frame = true
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@@ -851,7 +849,7 @@ class Game_Character
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return
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end
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# Character has started to move, change pattern immediately
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if !@moved_last_frame && @moved_this_frame && !jumping? && !@step_anime
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if !@moved_last_frame && @moved_this_frame && !@step_anime
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@pattern = (@pattern + 1) % 4 if @walk_anime
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@anime_count = 0
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return
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@@ -859,7 +857,8 @@ class Game_Character
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# Calculate how many frames each pattern should display for, i.e. the time
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# it takes to move half a tile (or a whole tile if cycling). We assume the
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# game uses square tiles.
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frames_per_pattern = Game_Map::REAL_RES_X / (move_speed_real * 2.0)
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real_speed = (jumping?) ? jump_speed_real : move_speed_real
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frames_per_pattern = Game_Map::REAL_RES_X / (real_speed * 2.0)
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frames_per_pattern *= 2 if move_speed == 6 # Cycling/fastest speed
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return if @anime_count < frames_per_pattern
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# Advance to the next animation frame
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@@ -23,7 +23,7 @@ class Game_Player < Game_Character
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end
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def bush_depth
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return 0 if @tile_id > 0 or @always_on_top
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return 0 if @tile_id > 0 || @always_on_top
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xbehind = (@direction==4) ? @x+1 : (@direction==6) ? @x-1 : @x
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ybehind = (@direction==8) ? @y+1 : (@direction==2) ? @y-1 : @y
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# Both current tile and previous tile are on the same map; just return super
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@@ -47,7 +47,7 @@ class Game_Player < Game_Character
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behindmap = newbehind[0]; behindx = newbehind[1]; behindy = newbehind[2]
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end
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# Return bush depth
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if @jump_count <= 0
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if !jumping?
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return 32 if heremap.deepBush?(herex, herey) && behindmap.deepBush?(behindx, behindy)
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return 12 if heremap.bush?(herex, herey) && !moving?
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end
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@@ -25,7 +25,7 @@ class Game_Player < Game_Character
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pbMapInterpreterRunning?
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terrain = pbGetTerrainTag
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input = ($PokemonSystem.runstyle==1) ? $PokemonGlobal.runtoggle : Input.press?(Input::A)
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return input && $PokemonGlobal.runningShoes &&
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return input && $PokemonGlobal.runningShoes && !jumping? &&
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!$PokemonGlobal.diving && !$PokemonGlobal.surfing &&
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!$PokemonGlobal.bicycle && !PBTerrain.onlyWalk?(terrain)
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end
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