ControlPlayerJumpSystem shouldn't change player gravity, instead another system
(or maybe the HandleMovablesSystem) should update the entity's gravity,
depending on Velocity, MoveAction (Jump, KillJump), standing on ground.
That way, every Jumper entity can actually have different gravities, not only the player.
Also, then we can use the MoveAction(Jump) action and it would change gravity properly.
The HandleMovablesSystem should handle the jumping logic (change gravity, set jumper fields, etc.).
The ControlPlayerJumpSystem should only trigger a jump when the user presses the jump button.
ControlPlayerJumpSystem
shouldn't change player gravity, instead another system (or maybe theHandleMovablesSystem
) should update the entity's gravity, depending onVelocity
,MoveAction
(Jump
,KillJump
), standing on ground.That way, every
Jumper
entity can actually have different gravities, not only the player. Also, then we can use theMoveAction(Jump)
action and it would change gravity properly.Originally posted by @Noah2610 in https://github.com/Noah2610/deathfloor/issues/79#issuecomment-693435802