builtin/voxelworld: WIP: Fix jumping

This commit is contained in:
Perttu Ahola 2014-10-13 16:53:44 +03:00
parent f26d1c3176
commit f7a3719991

View File

@ -128,12 +128,12 @@ magic.SubscribeToEvent("Update", function(event_type, event_data)
wanted_v = wanted_v:Normalized() * MOVE_SPEED
--if magic.input:GetKeyPress(magic.KEY_SPACE) then
if magic.input:GetKeyDown(magic.KEY_SPACE) then
--if player_touches_ground and
-- math.abs(body.linearVelocity.y) < JUMP_SPEED then
if magic.input:GetKeyDown(magic.KEY_SPACE) or
magic.input:GetKeyPress(magic.KEY_SPACE) then
if player_touches_ground and
math.abs(body.linearVelocity.y) < JUMP_SPEED then
wanted_v.y = wanted_v.y + JUMP_SPEED
--end
end
end
if magic.input:GetKeyDown(magic.KEY_SHIFT) then
wanted_v.y = wanted_v.y - MOVE_SPEED
@ -173,7 +173,7 @@ magic.SubscribeToEvent("PhysicsCollision", function(event_type, event_data)
local distance = contacts:ReadFloat()
local impulse = contacts:ReadFloat()
--log:info("normal: ("..normal.x..", "..normal.y..", "..normal.z..")")
if normal.y > 0.5 then
if normal.y < 0.5 then
player_touches_ground = true
end
end