This adds a few nice adjustments to the player controls:
You get a few frames' grace after walking off a ledge where you can still jump ("coyote time")
You get a few frames' grace if you press jump just before the character lands from a previous jump/fall ("jump buffering")
You can control the height of the jump by releasing the jump key before the player reaches the top of the arc and starts descending ("jump cut")
The player accelerates (over about 5 frames by default) when pressing or releasing left or right, rather than the velocity being set immediately. The acceleration can be controlled by the learner in the inspector.
The player can now optionally double-jump.
I think this feels a bit nicer to play (though the jump is still a bit "floaty" for my liking). I would want learning team feedback on whether these tweaks are helpful or whether they complicate the example too much. They were fun to write though.
This adds a few nice adjustments to the player controls:
I think this feels a bit nicer to play (though the jump is still a bit "floaty" for my liking). I would want learning team feedback on whether these tweaks are helpful or whether they complicate the example too much. They were fun to write though.
https://phabricator.endlessm.com/T35700
Screencast from 2024-10-25 14-47-16.webm