Closed olav-valle closed 2 years ago
Change shooting to fire a projectile in a straight line, instead of a bouncy one.
[x] Implement wall jump.
[x] Implement wall slide and/or grab
Grab:
Slide:
Wall jump should work as long as any x-axis input is held, regardless of direction. This is how it seems to work in Celeste, and it makes chaining wall jumps feel really smooth.
Split into issues #42 #43 #44
Jump
[ ] Fix jump. Current jump feels floaty, and is also completely binary. Jump height should correspond to length of time that jump button is held. Short jump for quick tap, tall jump for hold. Solutions: -[x] Change jump to use addForce instead of velocity. This will probably get us most of the way there.
Jump held == ctx.performed
? Orctx.time <= jumpAirTime
?[ ] 0 x input in air should cause slow drift, not immediate stop. Both when 0 input is a result of opposite cardinal input, and no actual input at all.
Air Jump