01 November 2010

dang the jump

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