jumping should be easy right ?
yea it is
// jumping
while (varjumpfix>(-2)) {
varjumpfix--;
}
if (Key.isDown(Key.UP) && varjumpfix<0) {
if (_root.objground.hitTest(_root.objplayer._x, _root.objplayer._y, true)) {
varjumpfix = 3;
varfall = varjumpheight;
}
}
how about controlling it ?
well kinda,
with only one button
hrrm,
a tried and true game method is holding the button determines the amount of
force propelling the character forward, although it goes against realworld
where the height of a jump is predetermined by the amount of force exerted
against the ground
only problem now is how to get it on script